Dark Bit Factory & Gravity

GENERAL => General chat => Topic started by: Shockwave on October 28, 2006

Title: What are you working on at the moment?
Post by: Shockwave on October 28, 2006
I'm doing a little intro for S!P, inspired by millions of intros on the Amiga that used the same sort of display...

Title: Re: What are you working on at the moment?
Post by: Rbz on October 28, 2006
Just finished my entry for Cool Creations Compo   8)

 
Btw, Your intro is looking  good   :||
Title: Re: What are you working on at the moment?
Post by: rdc on October 28, 2006
I am trying to meld a little story with demo effects. The projects is called The Ancients. Should be interesting to see if I am successful at this sort of thing. I am approaching it like a movie with a script, some sound effects and maybe a soundtrack.

PS. You can get a tiny sneak peek from my DasiyFB thread. The peek is just the opening credits, to give you an idea of what I am talking about.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
The preview looked good Rick. If I'd change anything about it I'd make the text type on and go off quicker.
It will be very atmospheric when it's done with the music and everything.

Rbraz, the intro has got as far as the attached shot now but can go no further at the moment.. No gfx or music :( So I'll have to leave it alone until the media comes.. I will get stuck into my new C++ Book in the meantime.

Anyone else got owt on the go?

Competition entries perhaps? :)
Title: Re: What are you working on at the moment?
Post by: DrewPee on October 29, 2006
Im working on a new scroller system . . . will announce more if and when im finished or happy with it!

Its something certainly new for me but I guess somebody somewhere has done it before - it is something i originally did on the amiga a long while ago but never released it - I know what im trying to do but doing it is a little more difficult.

the new intro looks cool shockwave! you know i love scrollers and the colours on your new one look amazing!

Drew
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
Why don't you have a go at the comp Drew? :)

The intro is going to be called "dutch colours" by the way.
Title: Re: What are you working on at the moment?
Post by: cirux on October 29, 2006
Although I don't post much I am *trying* to get something working for the compo. Got plenty of ideas, but plenty of bugs in the way..
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
I hope you make it Cirux :) The comp needs support! Good luck.
Title: Re: What are you working on at the moment?
Post by: slinks on October 29, 2006
I would be doing something, only I can't do anything flashy at all, I can just move stuff about the screen. Okay for games, useless for demos! Unless you want a generic star-field.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
What about a ghost field?
Title: Re: What are you working on at the moment?
Post by: slinks on October 29, 2006
because I refuse to stoop that low. As crap as my work is, even I have standards!  :P
Title: Re: What are you working on at the moment?
Post by: ninogenio on October 29, 2006
im curently working on a blitz3d look a like dll in freebasic opengl to compliment a game im working on.
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on October 29, 2006
This afternoon I've been replacing my mobo,cpu and gfx card and reinstalling windows. Now to get started on some coding again.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
Wicked :)
Title: Re: What are you working on at the moment?
Post by: ninogenio on October 29, 2006
was it an upgrade Stonemonkey?

Title: Re: What are you working on at the moment?
Post by: Stonemonkey on October 29, 2006
Yep, was having a lot of problems with my old stuff so upgraded and now got an AMD64 3200 + radeon X1650.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
That's a much faster setup then ? Sounds good.
I hope you get the time to make something for the comp :)
Title: Re: What are you working on at the moment?
Post by: ninogenio on October 29, 2006
wow lucky man bet its quick :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
You should try too Nino, there's cash up for grabs if you win :)
Title: Re: What are you working on at the moment?
Post by: ninogenio on October 29, 2006
i actually started a little demo but ive just not had anytime  :(

ive been getting the odd five minutes to pop on.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2006
You still have tomorrow and some of the tuesday..
Title: Re: What are you working on at the moment?
Post by: Ghost^BHT on October 30, 2006
I'm working on a bottle of red. :) Hope to complete (deplete?) it soon. :)   :cheers:
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 30, 2006
And you were working on something else too :)
Thank you so much Bill!
Title: Re: What are you working on at the moment?
Post by: lilw4t3rdr0p on October 30, 2006
Yes, Thanks AlienEye!
Title: Re: What are you working on at the moment?
Post by: Blitz Amateur on October 30, 2006
I just finished a demo for the comp! (I spent obsessive amounts of time over the last 3 days)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 31, 2006
You did a good job of it too :)
Title: Re: What are you working on at the moment?
Post by: zawran on November 01, 2006
Unfortunately I did not manage to find time to get something done for the combo, but it looks like I might be able to get some time to myself and actually look at some code this coming weekend. If I manage to piece something together I will let you guys know. Best of luck to everyone with the combo, there are some really nice entries.
Title: Re: What are you working on at the moment?
Post by: taj on November 02, 2006
Shockie, that cracktro like intro you are doing has really sweet colours and should look great when its all done.

Currently I'm byte reducing the techniques I used for the compo entry halls of halloween. This is mainly very boring stuff, only of interest to size coders (rbraz :-) but ok. There are two techniques: 1 using surfaces of revolution to create 3d and the texture generation system using a grid of cones viewed from above  which I loaded an example of in another thread.

Here is a shot of an object (dont mind the lighting). Its a cup and it uses only 13 bytes to define. The code to create the geometry from those 13 bytes is around 350 bytes now. Meaning I am now able to have about 10 objects in 500 bytes (10x15 bytes + 350 bytes of code) or 20 objects in 650 bytes. Notice that the cup has all curved surfaces which is the big thing about this system. The second picture is a 1k in progress using this technique.

The third screen shot is my (buggy) texture gen tool. Textures are stored in just 4 bytes and the code is about 350 again. This means in 500 bytes I can have  about 35 textures (4x35 + 350).

Yeah well all very well, next I have to add bump mapping and so on which is a lot more code, so I will resort to shaders for this. Hmmmm I have my doubts I can squeeze it all down to 4k and do something meaningful with it but we'll see.

Lastly I started work with pohar from rebels on some true 3d modelling in 4k. My objective is to have a nicely curved, textured dragon guarding the grail in a church. In 4k it may be impossible but we are going to try. It will take 6 months though so dont hold your breath. Please wish me luck with this as its a huge amount of work to get this down in size and if I fail it will be very depressing.

Well ok, all a lot of nonsense but I'm happy to share the code with members of this board (though I dont want to post it openly in the forum) so if you are interested you can PM me. It is all a bit obscure though :-/
Title: Re: What are you working on at the moment?
Post by: Rbz on November 02, 2006
@taj: Looking really good, impressive work!

I have lots of work to do and learning in that area, and this will keep me busy for months!  :whack:
Title: Re: What are you working on at the moment?
Post by: zawran on November 02, 2006
If anyone have some good links to procedural texture generation then please share. Its something that I could see myself working on once I get started again.

Title: Re: What are you working on at the moment?
Post by: rdc on November 02, 2006
Wow Taj, that is something. Nice work.
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 07, 2006
Holy shit taj :) Great stuff!!

The intro looks completely different now, finished except for music, should be out soon.

Btw, as you requested Taj, good luck.

Your 4K will own if you manage it in 4kb.
Title: Re: What are you working on at the moment?
Post by: lilw4t3rdr0p on November 07, 2006
I second the 'Holy SHIT'. Very impressive!
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 09, 2006
This might get released one day.... It's finished now except for music.
Title: Re: What are you working on at the moment?
Post by: taj on November 09, 2006
wow thats very sweet..kinda Christmasy sort of thing. Add a few baubles in the corner and "santa claus is coming to town" and you win any Christmas themed compos! I like it, the shapes and colours of them in the backgorund appeal to me very much.
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 09, 2006
Thanks Taj :) It all looks kind of hectic when it's moving.. If it waits much longer to be finished I might as well add snow flakes and Baubles hehe!
Title: Re: What are you working on at the moment?
Post by: Jim on November 09, 2006
All those cuboctahedra make me want to buy food and fly to Diso.

Commander Jameson

http://mathworld.wolfram.com/Cuboctahedron.html
Title: Re: What are you working on at the moment?
Post by: rdc on November 09, 2006
Looking good, Master Shockwave. :)

Title: Re: What are you working on at the moment?
Post by: Ghost^BHT on November 10, 2006
SHOCKWAVE:
Don't mean to be an artsy dweeb but the colors don't mix :(  get a color wheel and look at comp colors or reduce the saturation of the plant thing
But that's just one opinion and I have had too much wine and am listening to old rock and roll ---lol  O0
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 10, 2006
:) The colours are meant to be garrish, I'm calling the intro "dutch colours" on purpose, hopefully it will put a few noses out of joint if and when it ends up on Pouet ;)
Title: Re: What are you working on at the moment?
Post by: DrewPee on November 11, 2006
I do hope you are not being naughty Shockwave!! lol!!!  >:D

Drew
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 11, 2006
A little bit of controversy isn't a bad thing ;)
Title: Re: What are you working on at the moment?
Post by: .:] Druid [:. on November 12, 2006
very nice indeed.  Can't wait to see it running :D
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 12, 2006
Nuke has a version of it, he said it was running ok but a bit choppy on his computer so I've been optimising it.
I'll share a little optim I've worked on for it (excuse the variable names);

Code: [Select]
SUB DETECT_EDGES()
    'This sub detects where the edges of the logo are so that we don't have to loop
    'so much when we draw the logo. this optimisation has saved loads of scan time :-)
    '
    DIM FUCK AS INTEGER
    DIM INNER AS INTEGER
    DIM OUTER AS INTEGER
    DIM CTEMPLATE AS INTEGER
    DIM FIXX AS INTEGER
    DIM TWAT AS INTEGER
    CTEMPLATE=LOGO (1,1)
    FOR FUCK=0 TO 479
        FOR INNER=1 TO 319
            IF LOGO(INNER,FUCK)<>CTEMPLATE THEN
                LSTART(FUCK)=INNER
                INNER=320
            END IF
        NEXT
        OUTER=319
        FOR INNER=1 TO 319
            IF LOGO(OUTER,FUCK)<>CTEMPLATE THEN
                LEND(FUCK)=OUTER
                INNER=320
            END IF
            OUTER=OUTER-1
        NEXT       
    NEXT
END SUB

What this does is to scan the logo to see where the logo starts and where it ends, these locations are stored.. Before I did this I was rasterising a solid block and checking each pixel in the block for the mask colour.. That made for a lot of if statements, I looked at the logo and thought that I was checking a lot of empty space and wanted to use this technique to eliminate that, so essentially it has enabled me to stencil the logo and render it pixelwise a lot less expensively.
Title: Re: What are you working on at the moment?
Post by: Hotshot on December 01, 2006
That nice picture shocky.....adding some snowflake and father xmas on bobsleigh floating( then do scaleimage that come near you and move away the screen! Cool effect!)

just making Suggesting(mean making new idea for ya)

cheers

p.s. I really need sort my awful english out even thought I am sure people out there understand it and if u dont understand....pls ask :)
Title: Re: What are you working on at the moment?
Post by: taj on December 01, 2006
OK I think I proved the 1k curved surface thing.
Thanks to rbrazs VC++ framework, I'm now working on a system to get D3D and OGL working hand in hand. My intention is to use advanced features in D3DX (maths, curves, meshes, normal calculations, subdivision, precomputer radiance transfer etc) and yet render with Opengl. Its a bit tricky but nothing too difficult.

So far I have achieved:
d3d +OGL initialised correctly in <500 bytes
a dx torus model with only 4 sides, subdivided and rendered using opengl in <1k.
Next step, my own 3ds model, compressed and squashed in dirty ways loaded into dx, subdivided and drawn with OGL.
 - I'm praying I can be smart enough to get it into 1k but...well there isnt much room.

No piccies worth seeing yet though.

Title: Re: What are you working on at the moment?
Post by: Rbz on December 01, 2006
Sounds cool taj  8)

I've one idea for a new 1kb, not sure if it will compress to 1kb, but I'll try to do it, just need some free time ...

Title: Re: What are you working on at the moment?
Post by: Jim on December 01, 2006
I'm working on getting to xmas without being fired.

Jim
Title: Re: What are you working on at the moment?
Post by: taj on December 18, 2006
Currently I'm working on low byte count shaders to do surface effects. Believe it or not this is my first ever bump mapping attempt below. The cool things about this simple technique is:
1. Its about 20-30 bytes
2. There are no textures at all so no need to waste bytes defining them
3. There are no binormals or tangents to define, saving huge fuss with extensions in OGL and code space

I simply apply 3d (x,y,z) equations to the normal of a sphere. So this is just a sphere with "bent" normals. I am very happy with the result and pretty convinced this is a way forward for size coding.

I've added an exe but as usual its shader based so needs a modern graphics card so its unlikely to run many places.
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on December 18, 2006
Very nice taj, runs a little too quick here but still cool.
Title: Re: What are you working on at the moment?
Post by: taj on December 18, 2006
Yeah shaders vary a lot in speed..I'll fix up a timed version, maybe tonight.
Ive got a more metallic look plus multitextured bump maps so I'll post it later.
Title: Re: What are you working on at the moment?
Post by: Clyde on December 18, 2006
Cool Taj, welldone.
Title: Re: What are you working on at the moment?
Post by: Ghost^BHT on December 18, 2006
Awesome, what a great look  :clap:
Title: Re: What are you working on at the moment?
Post by: benny! on December 18, 2006
wow ... excellent  :updance:
Title: Re: What are you working on at the moment?
Post by: lilw4t3rdr0p on December 18, 2006
Nice Taj...... DAMN I LOVE THIS SMILIE  :updance:
Title: Re: What are you working on at the moment?
Post by: MrP on December 18, 2006
Nice work again Taj.... I dont have any problems with your stuff, except that it screws with my desktop res on the way out.... ie it doesn't return me back to my original desktop res.... Great work though
Title: Re: What are you working on at the moment?
Post by: Shockwave on December 18, 2006
Nice bump mapping Taj :) Looks fantastic even though I won't be able to run it! At least I can see the screenies!
Title: Re: What are you working on at the moment?
Post by: Rbz on December 18, 2006
@taj: Works perfectly here, wonderful effect, congrats  :clap:
Title: Re: What are you working on at the moment?
Post by: taj on December 18, 2006
Thanks all for the support, I thought I was going nuts at the weekend as I couldnt get this to work. Got more and more depressed and then suddenly up it popped about 2am last night. I must admit, even Im surprised that it looks *that* good.
Title: Re: What are you working on at the moment?
Post by: taj on December 18, 2006
Nice work again Taj.... I dont have any problems with your stuff, except that it screws with my desktop res on the way out.... ie it doesn't return me back to my original desktop res.... Great work though

Do you use dual monitor or something? Ive had trouble with that in the past.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 23, 2007
Thought it was about time this cool thread was revived :)

This is going to be the next intro for S!P.
Title: Re: What are you working on at the moment?
Post by: benny! on February 23, 2007
Screenie looks very promising and since the SCROLL COMP we know the cool
circle scrolly which is definately worth putting into a whole intro.

Really looking forward for the final intro. Good luck, shocky!
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 23, 2007
Thanks Benny. After I made the circle scroll for the comp, I've improved the bar thing, hid the letters properly as they are added, improved the colours and movement of the scroll and also added some chess funk, I hope to have some more stuff going on here, not only the circle scroll but some kind of filled vector scroll over the chessfunk :) Fingers crossed! Then I'll fill it all up with silly little particles!
Title: Re: What are you working on at the moment?
Post by: relsoft on February 23, 2007
Cool Screenie!! How's it working with BOYc?
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 23, 2007
Cheers Rel :) Pardon my stupidity but what's Boyc?
Title: Re: What are you working on at the moment?
Post by: taj on February 23, 2007
That is awesome. As far as I'm concerned you are the best software rendering coder around.
Also Dragon balls is very good in my opinion.

Got to be a touch of Karma with that.

Title: Re: What are you working on at the moment?
Post by: taj on February 23, 2007
Heres my latest creation for a 4k intro I'm working on. The model is tiny, but the code to reproduce it (its compressed) is quite large. Its a wip but Im estimating 300 bytes for model and 400 bytes for code. Should mean I can get 3 models into a 4k with shaders and some music. We'll see. Timescales are more flexible than supermans underpants right now due to a lack of a decent synth.

Title: Re: What are you working on at the moment?
Post by: Shockwave on February 23, 2007
Thanks for the Karma mate :)

That dragon looks absolutely the business. I'd make a similar comment about your small code things. But you know, actually there are a lot of 256byte and 1kb things around at the moment especially the really low byte stuff. I'd love to see another 4kb! So, I'll reciprocate with the Karma and doff my cap respectfully to you!

Btw, got my vector scroll in too, but the colours are rubbish atm :)
Title: Re: What are you working on at the moment?
Post by: taj on February 24, 2007
Actually I liked the colours. You know that vector ball scroll text is awesome. The metallic look on the letters in the background is cool too. Going to be really sweet.
Title: Re: What are you working on at the moment?
Post by: benny! on February 24, 2007
@taj:

Screenie looks very interesting. I am really looking forward
to see it.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 24, 2007
I'm fascinated in how the hell would you mathematically calculate a dragon object like that anyway? Is it having some control points and using splines? Whatever the case, it's mindboggling! (And totally brilliant!)
Title: Re: What are you working on at the moment?
Post by: ninogenio on February 24, 2007
really cool dragon taj, and that demo looks awsome shockwave heres what im working on it was a 3d software renderer in dev c++ i coded a while back but im thinking a might turn it into a demo.
Title: Re: What are you working on at the moment?
Post by: taj on February 24, 2007
I love to see people doing software rendering. Despite what elitist punks might think, software rendering is where you really learn your stuff. Good luck on the project. And again, Ill say this, shaders are for people who know software rendering...you guys would kick arse at shader coding.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 25, 2007
That looks promising Nino! Very nice and bright colours too! You could use it to enter the 20 second comp?

Taj, great shader coders like you would make excellent software render coders then. :)
Title: Re: What are you working on at the moment?
Post by: taj on February 25, 2007
Taj, great shader coders like you would make excellent software render coders then. :)

I gave that up in the early 90s. Though in retrospect , would have been useful to keep it up.
Title: Re: What are you working on at the moment?
Post by: ninogenio on February 25, 2007
just noticed the 20 seconds comp heck why not ill tart this up then enter it. im currently working on 3d triangular collisions to get the boxes bouncing off each other but so far its running pretty smooth.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 27, 2007
Progress report on my last s!p intro :)

Here's how it's looking... Waiting for sfx and gfx now :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 04, 2007
Ahh.. Two productions, both finished except.
The top one is without a logo, the bottom one is without a tune!

Hopefully they'll be out in the next fortnight.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 18, 2007
*Bump*

With a new Work In Progress!

Happy with this it's only taken 4 hours so far :D
Title: Re: What are you working on at the moment?
Post by: zawran on March 18, 2007
Those "cracktros" are great, if I had more time for coding, I think that I would be making something like that.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 19, 2007
It's one reason I like making small intros, they are less time consuming and it gives the opportunity to just try one or two effects out :) Then again, time can run away on these too. The last S!P intro took over a month :(
Title: Re: What are you working on at the moment?
Post by: benny! on March 19, 2007
Yup. Shocky ! Screeny looks very promising. Is it already written in C ?
For with group / purpose is this production mend to be ? Or a just for fun
release ?
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 19, 2007
Just for fun at the moment.. It's still in freebasic but pixel pushing :D My lessons in C++ are continuing while I code this, there's no escape from me hehe.
Title: Re: What are you working on at the moment?
Post by: benny! on March 19, 2007
Good to hear. Keep it coming ...
Title: Re: What are you working on at the moment?
Post by: Clyde on March 20, 2007
I'm trying to work on a prod for the 20 seconds comp. I dont think Im going to meet the deadline which is a shame. If I dont then it'll feature as a part for the next Gravity release.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 20, 2007
Pity if you miss the deadline and the opportunity for one of the fantastic prizes on offer, but every cloud has it's silver lining and it will be cool to see a new demo from you if you miss the deadline..
Title: Re: What are you working on at the moment?
Post by: p01 on March 20, 2007
optimizing my voxel landscape + the usual coder p0rn a.k.a. tiny intros
Title: Re: What are you working on at the moment?
Post by: WidowMaker [retired] on October 16, 2007
So sad!

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

As it is such a nice topic I revive it today :)
I will not be able to post this intro here when finished? Or maybe I will be allowed.

Whatever, here is a screen shot of it.
Title: Re: What are you working on at the moment?
Post by: benny! on October 17, 2007
@widowmaker:
Looking nice, Widowmaker. I am expecting the ball in the background to be a
jelly jumping ball ? That would be so cool  8)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 17, 2007
Good to see this topic back :) Intro looks cool too WM!
Title: Re: What are you working on at the moment?
Post by: Positron on October 17, 2007
Looks promising. Nice to see another produktion from you.
Title: Re: What are you working on at the moment?
Post by: benny! on October 17, 2007
Well. Regarding the following thread http://dbfinteractive.com/index.php?topic=2521.0 (http://dbfinteractive.com/index.php?topic=2521.0)
I am trying to built a simple class for my own usage to draw some 3D objects with OpenGL.

I found a little class by Alessandro Caviola which I tested. Some time ago I discovered the
Multimedia Framework SFML (http://sfml.sourceforge.net/). It is a simple and fast multimedia library.

The pro's why I tend to use it :

- clean object orientated code
- multi platform base code ( portable )
- tailorable
- and IMHO very easy to use

To test al that I thought about preparing an entry for the Halloween competition. So far I
just installed the SFML Framework, converted the 3DS-Loading SDL example and used it
with SFML. (example attached).

Now I am thinking about a nice idea ??? Btw. Is anyone else working on an Halloween 07
entry ???
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 18, 2007
lol, needs DEV1L . DLL :P

I am definately working on Halloween demo, my friend Ampli is making a spooky song as I wite this :)

I think that there will be a few more entries too, at least I hope so!
Title: Re: What are you working on at the moment?
Post by: benny! on October 18, 2007
Ooops. Sorry. Because the required dll are in my windows/system32 folder I totally forgot
them.

Program requires:

- DevIL.dll
- freetype6.dll

I will add them tonight when I am back home ;-)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 18, 2007
Very cool name for a dll "dev1l" :)
Title: Re: What are you working on at the moment?
Post by: benny! on October 18, 2007
Very cool name for a dll "dev1l" :)

Hehe ... actually it is IL for ImageLibrary. 

Anyway :diablo:
Title: Re: What are you working on at the moment?
Post by: Voltage on October 19, 2007
Hey Benny,

I needed to download
 - DevIL.dll an freetype6.dll as mentioned...

but your proggy also asked me for
- zlib1.dll

Then it just crashes.  :(  I'm interested in seeing this.

I'm using a work PC (Windows XP Pro, P4, 1 Gb RAM, Nvidia 7300)

Praps you could zip up those 3 dll's so we are using the same versions.  (or is there a better way?)
Title: Re: What are you working on at the moment?
Post by: benny! on October 19, 2007
@Voltage:
Sorry for any inconveniences. I uploaded a zipped version with hopefully all
needed dlls on my site. You can download it at :

http://www.weltenkonstrukteur.de/ext/3DSLoader-Test.zip (http://www.weltenkonstrukteur.de/ext/3DSLoader-Test.zip)

Would be nice to hear - if it runs now on your system or not ... but again : this
just displays a little 3D object rotating - so don't expect something big !

Title: Re: What are you working on at the moment?
Post by: Voltage on October 19, 2007
Nice one.  That worked, nice and fast here. :) 

What are you going to do about applying textures to the model?  Is that info stored in the 3ds file?
Title: Re: What are you working on at the moment?
Post by: Jim on October 20, 2007
Cool- it's working here too.  Nice to see some work under way on a Halloween prod!

Jim
PS. Please don't put these DLLs in the Windows folder - they belong in the folder with the EXE!
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 20, 2007
Yes, it works well here too!

I would like to post a preview of what Ampli and I are making but it's a little bit of a mess atm...

There will be at least two entries then :) That's the good thing.
Title: Re: What are you working on at the moment?
Post by: Jim on October 20, 2007
Three. :)

Jim
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 20, 2007
Yay!
Title: Re: What are you working on at the moment?
Post by: benny! on October 21, 2007
Cool to hear that there are some more entries on their way. Glad that my
version runs now on your systems.

@Jim:
You are right. DLLs belong in the exe folder and not in the Windows system
folder when releasing a product. But while I was experimenting with different
frameworks and vc projects I was to lazy to copy the dlls each time in the
new project folder. that's why I copied just on my system to the window folder.
Title: Re: What are you working on at the moment?
Post by: Rbz on October 21, 2007
I've started my entry today, just ripping graphics for now  ::)
Title: Re: What are you working on at the moment?
Post by: p01 on October 21, 2007
texture mapping, in JS.
Title: Re: What are you working on at the moment?
Post by: benny! on October 21, 2007
texture mapping, in JS.

Crossbrowser compatible ???
Title: Re: What are you working on at the moment?
Post by: p01 on October 21, 2007
mmmh, almost. In fact I'm aiming at Opera 9.5 and Firefox 3.

It is possible in current standard compliant browsers, but it takes significantly less computations in forthcoming browsers. Which browsers should be out by the time I actually makes use of that code.

Title: Re: What are you working on at the moment?
Post by: benny! on October 22, 2007
@p01:
Awesome. Please keep me informed about your development progress.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 22, 2007
Going to make another browser tiny doom clone? :)
Title: Re: What are you working on at the moment?
Post by: p01 on October 22, 2007
If I make a game with that, it will most likely be a Descent-like.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 22, 2007
Hope that you can get enough speed out of it to make Descent possible :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 23, 2007
I'm working on (get ready to laugh) a Barcode Battler simulator.
Title: Re: What are you working on at the moment?
Post by: spitfire on October 23, 2007
I just got a contract to code medical CAD software :D Xray analysis and all sorts of totally 1337 stuff like that.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 23, 2007
Congrats :)

CK0 : I would be very interested if I could use your invention for fraud. (as I believe I mentioned before).
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 24, 2007
I believe somebody tried that quite recently:

http://news.bbc.co.uk/2/hi/uk_news/northern_ireland/7049589.stm

Beware of the cops!  :cop: :cop:
Title: Re: What are you working on at the moment?
Post by: taj on October 29, 2007
I started a real time raytracer for 4ks. Its ps3.0 so most people in this forum cant run it I guess but it runs 50-60 fps at 1024x768 on my PC so should be ok for competitions.

Here is a very early screen shot, which I'm quite happy with. Its buggy but interesting. I think the trick people are missing with raytracers right now is everyone is trying to get them "real" and accurate. There is loads of scope for "incorrect" but interesting tricks that can lead to interesting effects. In this example, I bend the normal of the spheres in a "bad" way and it gives a lovely textured surface. Under animation these things look like water drops.

Title: Re: What are you working on at the moment?
Post by: Shockwave on October 29, 2007
Those shots look fantastic Chris.

Also I'd chip in my $0.02..

If you were writing this for a  commercial application where everything has to be spot on to generate photo-realistic stuff, or even as an excersise for yourself,  then perhaps you wouldn't take this approach of using "bad" techniques.

If it's me who's watching the demo though I would rather you cheated and used every dodge in the book to get the speed up and to add interesting effects.

Demo coding is partly about coding knowledge, partly about design and partly about cheating... Always has been and always will... No matter how much power our processors will give us.

Anyway I am lucky, I have PS3.0 and I want to see you make a demo for this.
I bought a new video card just because I couldn't run your stuff, but you know that already.
Title: Re: What are you working on at the moment?
Post by: benny! on October 29, 2007
Those things are the best reason to invest in new hardware.

@chris:
screenies look awesome. have to buy some news hardware ... keep us informed!
Title: Re: What are you working on at the moment?
Post by: taj on October 29, 2007
Thanks guys, yeah I'm happy with the first screenies. Even the wife likes it :-). PS3.0 is a pain in the arse I can assure you. I had this up and NOT running (but compiling legally and screwing up when run) a day ago. I spent the rest of the time finding, then working around ati driver issues. Well ok and a couple of my bugs too.

One good thing, without trying to size reduce, its 1.4k.

Chris
Title: Re: What are you working on at the moment?
Post by: Rbz on October 29, 2007
It looks really nice Chris :)
Title: Re: What are you working on at the moment?
Post by: Hotshot on October 30, 2007
I am working on HELLFIRE for COBRA 2D which I am testing the game at the moment.

The graphics will be change. I dont know if I could add the background and foregrounds to make things more interesting as you see games like R - TYPE.


 :cheers:
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 31, 2007
Looks like you have a little masking problem there Hotshot :)
Title: Re: What are you working on at the moment?
Post by: Hotshot on October 31, 2007
Quote
Looks like you have a little masking problem there Hotshot

I have sort the masking out. I designing Screen layout to make things more alive.

cheers
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on November 03, 2007
Going back a couple of posts, I wouldn't really call bending normals in any sort of bad way cheating. Normals (in this type of instance) are only really used to give some sort of approximation for environmental effects anyway like shading/normal mapping, cubemapping/refraction/reflection which can all be done in varying ways with different results.

imo, the 'I did this by cheating' thing in demos should only really come into it when the machine is made to do something (or looks like it's doing something) it really shouldn't be capable of which back in the amiga days was probably a lot more common.

Cheers, Fryer.
Title: Re: What are you working on at the moment?
Post by: taj on November 03, 2007
Going back a couple of posts, I wouldn't really call bending normals in any sort of bad way cheating. Normals (in this type of instance) are only really used to give some sort of approximation for environmental effects anyway like shading/normal mapping, cubemapping/refraction/reflection which can all be done in varying ways with different results.

imo, the 'I did this by cheating' thing in demos should only really come into it when the machine is made to do something (or looks like it's doing something) it really shouldn't be capable of which back in the amiga days was probably a lot more common.

Cheers, Fryer.

Bending normals based on an unrelated physical characteristic such as intensity of lighting or direction of viewer is what I mean by cheating.

I agree what you see in those images could be simulated in other ways, maybe at 50 fps, maybe in 1.1k (current exe size). Maybe. Though I really seriously doubt it. I *know* you cant do it with software rendering at those resolutions and I'm 80% sure you cant do it with traditional opengl and dynamic cube mapping, though if anyonme wants to prove me wrong, I'll be happy to see the code!!!

I was trying to point out that raytracing isnt seen as a methodology to cheat and create unusual effects normally and I think this is a shame. Most people spend forever tuning performance or lighting to be fast and CORRECT. People have spent years and years finding ways to do multi-pass, environment mapped, multitextured polygons to get "effects". Nobody seems to be doing this with raytracing yet.

If its just the first images dont convince you then have a look again, and if you can think of *any* way to do a real time wada basin in normal opengl or software rendering...I'll eat my code :-)
No way can *that* be done with environment mapping.

http://sizecoding.blogspot.com

Chris

Title: Re: What are you working on at the moment?
Post by: Stonemonkey on November 03, 2007
Hi chris, I think you've taken my post the wrong way. What I meant was that there are lots of things you could do with normals that I wouldn't consider to be any sort of 'cheat', if you could do some sort of approximation of your raytracing with traditional opengl then maybe that would be if it gave any speed advantages and let you squeeze more out of your code.

Techniques like cubemapping, normalmapping and specular highlighting with rasterised graphics are all pretty rough approximations and you can mess around with how you deal with the normals and stuff to achieve the effect you want, in raytracing I see nothing about cheating or being bad with doing the same.

cheers, Fryer.
Title: Re: What are you working on at the moment?
Post by: taj on November 03, 2007
Stonemonkey,

by cheating I dont mean bad. I mean simply non-realistic. In essence anything that veers from a closer approximation to Kajiyas lighting model which is what raytracing and other global illumination techniques are striving to achieve with varying degrees of success.



Chris
Title: Re: What are you working on at the moment?
Post by: slippy on November 03, 2007
Uh hey ...

did I mention that the birthday present you gave to shocky works perfect on  my PS2.0 (!) based gfx card??! :)

I knew it's been done for PS3.0 - you already mentioned that some time ... but I tried my luck and it worked like a charme for me ... :)

And it's even fast (~30-50fps) ...

So ... I really like what you're doing chris ...

Cheers,
SLiPPY

P.S.: I use to have a ATI Radeon X1650Pro (which IMHO is PS2.0 only, is it?!)
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on November 03, 2007
Ah right chris, slightly different ideas about what cheating would be, I think of it as approximately copying an existing technique or effect by finding a cheaper alternative with less accurate results but faster or maybe with more hardcoded/less flexible code.

Cheers, Fryer.
Title: Re: What are you working on at the moment?
Post by: taj on November 03, 2007
did I mention that the birthday present you gave to shocky works perfect on  my PS2.0 (!) based gfx card??! :)

And it's even fast (~30-50fps) ...

P.S.: I use to have a ATI Radeon X1650Pro (which IMHO is PS2.0 only, is it?!)

I am amazed. OK I have ati x800 - ps2.0 and it doesnt work. I think though one of the key things is that a true ps3.0 card can run any number of instructions. I know my x800 is limited to 256 instructions. Mayeb you have a ps2.0 card that can run any number of instructions...sort of inbetween - which would explain it. Anyway, I'm chuffed. I also found nvidia 6 and 7 series can run it. I have no idea why shockie cant yet :-(. Also I know latest drivers help in some cases.

If anyone else tries it please let me know if it works or not and what card you have. Definitley anything below x800 or 6 series Nvidia will fail.

Chris
Title: Re: What are you working on at the moment?
Post by: slippy on November 03, 2007
Oh chris ... I'm really sorry - apologies for not knowing the capabilities of my hardware ... eheh ...

after reading your answer to my post I was curious about what my card is capable of ... so I leeched the ShaderMark 2.1 and here're the results ...

Quote


ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 115343360
HAL (pure hw vp): Radeon X1650 GTO (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_3_0):    538 fps     1.8581 mspf       2693 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_3_0):    450 fps     2.2220 mspf       2252 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_3_0):    461 fps     2.1671 mspf       2309 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_3_0):    384 fps     2.6062 mspf       1920 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_3_0):    450 fps     2.2230 mspf       2251 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_3_0):    410 fps     2.4409 mspf       2050 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_3_0):    272 fps     3.6766 mspf       1361 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_3_0):    567 fps     1.7638 mspf       2837 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_3_0):    465 fps     2.1513 mspf       2326 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_3_0):    422 fps     2.3693 mspf       2112 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_3_0):    200 fps     5.0028 mspf       1001 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_3_0):    183 fps     5.4790 mspf        914 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_3_0):    253 fps     3.9588 mspf       1264 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_3_0):    223 fps     4.4758 mspf       1118 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_3_0):    248 fps     4.0387 mspf       1239 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_3_0):    304 fps     3.2899 mspf       1521 rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_3_0):     31 fps    32.6705 mspf        154 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_3_0):    114 fps     8.8097 mspf        568 rendered frames

performance impact of dynamic flow control

shader 20 (                Dual Layer 8x8 PCF Shadow Mapping without Flow Control -   ps_3_0):     38 fps    26.5170 mspf        189 rendered frames
shader 21 (                   Dual Layer 8x8 PCF Shadow Mapping with Flow Control -   ps_3_0):     54 fps    18.3723 mspf        273 rendered frames

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_3_0):     91 fps    10.9341 mspf        458 rendered frames
shader 23 (            High Dynamic Range Shader - high quality with fp filtering -   ps_3_0):    104 fps     9.5935 mspf        522 rendered frames
shader 24 (         High Dynamic Range Shader - high quality without fp filtering -   ps_3_0):     68 fps    14.7518 mspf        340 rendered frames

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_3_0):     57 fps    17.5713 mspf        285 rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_3_0):     57 fps    17.5372 mspf        286 rendered frames

So damnit ... it is a real PS3.0 card ... that explains why your raytracer runs on my machine ... umpf ...

I leeched http://www.pouet.net/prod.php?which=32194 some time ago and this one claims to be PS3.0 only - it didn't work on my hardware ... so I believed that my card is a PS2.0 one ...

Anyway - your stuff is really great ... and it's so damn small :)

EDIT: Just leeched the above mentioned "Tracie" again - and it works now ... perhaps there've been some driver issues on my PC lately or they did a fix ... btw. this one blowed my mind ... it's awesome like hell ...
Title: Re: What are you working on at the moment?
Post by: Voltage on November 05, 2007
Yeah it worked here Chris.  Nvidia GE 7300.  Ran at about 15 FPS (/EndGuess).  And it looks fantastic.
Title: Re: What are you working on at the moment?
Post by: Rbz on November 07, 2007
@Chris: your ps3.0 raytrace worked fine here, but I can't tell you how much fast it is, how about display a FPS counter ???


About me, I'm working on 4kb sample synthesizer system, I don't want cheating (gm.dls) again :)




Title: Re: What are you working on at the moment?
Post by: taj on November 07, 2007
@Chris: your ps3.0 raytrace worked fine here, but I can't tell you how much fast it is, how about display a FPS counter ???
About me, I'm working on 4kb sample synthesizer system, I don't want cheating (gm.dls) again :)

Which card is it Rbraz?
So far I've seen it working on x1900 - very fast and Nvidia 7900 - very slow. I also hear it works on x1650 and NV6600 but I can only imagine it crawls on the 6600 :-(.

This next bit isnt aimed at you Rbraz, its something I felt like saying for a while but your comment about rewriting your synth gives me a chance:
I dont like this idea that gm.dls is cheating. It seems some people in the demoscene decide and then tell everyone else, what you can and cant do. I know this whole idea that gm.dls is "cheating" starts with some key people. The same people will quite happily use system fonts of course or cubes from d3d. Others use spheres from OpenGL. Its no different. The speech api, some people decided was not a good thing so nobody uses that. Meanwhile import by ordinal the same small group of people decided was *bad*. Of course they use it behind the scenes (crinkler uses it when you use /RANGE) but yeah we won't mention it then because it suits them. These bloody fashions and trends set by a few  :stirrer: :stirrer: :stirrer: :stirrer: :stirrer: in the scene are just stupid and prevent innovation. I dont see a single scener searching for new ideas in Microsoft apis or new ways to use existing data. Its crazy. The point is - the OS IS the platform. The whole idea of 4k/64k doesnt work unless you accept that. Or we should admit it and all go back to software rendering and no more 3d libraries. I know people who play samples backwards from gm.dls so nobody knows they are using it! Its that silly. Or we should all start to thumb down anyone who uses gluSphere or d3dCube (or whatever the call is).
I will wear my cynical hat and say that the people discouraging use of gm.dls have a synth that doesnt use it. End of story. Lets not forget that Parsec uses gm.dls...

Rant over :-)
Title: Re: What are you working on at the moment?
Post by: rain_storm on November 07, 2007
Good point there, really gives you something to think about. If it doesn't break any of the restrictions then its got a green light. At the end of the day that is all that matters.
Title: Re: What are you working on at the moment?
Post by: benny! on November 07, 2007
...
I dont like this idea that gm.dls is cheating. It seems some people in the demoscene decide and then tell everyone else, what you can and cant do. I know this whole idea that gm.dls is "cheating" starts with some key people. The same people will quite happily use system fonts of course or cubes from d3d. Others use spheres from OpenGL. Its no different. The speech api, some people decided was not a good thing so nobody uses that. Meanwhile import by ordinal the same small group of people decided was *bad*. Of course they use it behind the scenes (crinkler uses it when you use /RANGE) but yeah we won't mention it then because it suits them. These bloody fashions and trends set by a few  :stirrer: :stirrer: :stirrer: :stirrer: :stirrer: in the scene are just stupid and prevent innovation. I dont see a single scener searching for new ideas in Microsoft apis or new ways to use existing data. Its crazy. The point is - the OS IS the platform. The whole idea of 4k/64k doesnt work unless you accept that. Or we should admit it and all go back to software rendering and no more 3d libraries. I know people who play samples backwards from gm.dls so nobody knows they are using it! Its that silly. Or we should all start to thumb down anyone who uses gluSphere or d3dCube (or whatever the call is)
....

So f*ckin true. Wise words of a clever mind !
K++
Title: Re: What are you working on at the moment?
Post by: Rbz on November 08, 2007
@Chris: You are completely right, I just forgot to quote that "cheating" word, and thanks for your thoughts about this :)

Anyway, I'm finding hard to convince a musician to use those gm samples without any post process (LFO , low/high pass filter, etc) which in some way I agree  :-\  , and I didn't found a way to do those effects on gm samples compatible with my player method  :(

I'm just trying to make all those things work together and perhaps create better sound, but of course this will take some time...
Title: Re: What are you working on at the moment?
Post by: taj on November 09, 2007
@Chris: You are completely right, I just forgot to quote that "cheating" word, and thanks for your thoughts about this :)

I want to be 100% clear , in no way was my rant aimed at your decision or your post.
Title: Re: What are you working on at the moment?
Post by: va!n on November 09, 2007
i am working on different projects... one very big one (where i am not alone and where i will/must learn C/CPP now for future developing) ... on the other site i started some different things... one hard project will be released hopefully at eastern, where we need fast FFT for ^^
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 10, 2007
I've started to work on my Christmas Comp entry..

I am not coding yet, just drawing some graphics :)

Ampli is busy composing.... .  .
Title: Re: What are you working on at the moment?
Post by: rain_storm on November 10, 2007
I'm working on sweep and prune collision detection its coming along nicely I have already finished my static collision detections which cater for all types of primitives from points up to quads. None of these routines assume that either shape is axis alligned. When I'm done with swept circles I will release all the routines I've done so far.

Title: Re: What are you working on at the moment?
Post by: taj on November 11, 2007
Whoa just "finished" (some bytes to find) a crraaazy 4k for kindergarten with pohar and vincenzzo of rebels. Really hardcore goa style thingie. Watch out for it next weekend...
Title: Re: What are you working on at the moment?
Post by: Tetra on November 12, 2007
I've not been around much recently and thought i'd make a post here to let a few know I am still about and still coding but not as much as I would like.

Basically most of my coding time is going into revamping a massive website thats in dire need of updating. That means a lot of work for me :( so far i've reached almost 3000 lines of PHP code!  :bricks:

Thats not to mean i'm not working on anything :D
I'm currently working on a puzzle game in 3D, and I'm using blitz 3D to make it. If blitz was going to be good at anything this wuold be it :D
There have been many variations on this puzzle and soon you will have mine. I decided to actually make a full and playable version of this game. I was hoping to get a preview done for the haloween compo, but I only got as far as the graphics. So what i'll do is include the haloween special level in my final release.

I've put everything I know about blitz into this game and the code is heavily commented which I will be realeasing along side the game. So hopefully soon i'll have some screenies (not worth posting any atm) and a playbale version of the game.

But, now that we are onto the christmas compo i'm gonna have to enter it! So i'm gonna have to get my thinking cap on and come up with something for it, having missed out on the haloween compo.

 :cheers:
Title: Re: What are you working on at the moment?
Post by: slippy on November 12, 2007
@chris: sounds very very promising and exciting ... can't wait until next weekend and I'm really looking forward to get my hands on your new release ... :)
Title: Re: What are you working on at the moment?
Post by: taj on November 12, 2007

But, now that we are onto the christmas compo i'm gonna have to enter it! So i'm gonna have to get my thinking cap on and come up with something for it, having missed out on the haloween compo.

 :cheers:

Good to see you back tetra. Not many people have survived 3000 lines of php!
Title: Re: What are you working on at the moment?
Post by: taj on November 12, 2007
@chris: sounds very very promising and exciting ... can't wait until next weekend and I'm really looking forward to get my hands on your new release ... :)

Thanks slippy!
Title: Re: What are you working on at the moment?
Post by: benny! on November 12, 2007
@chris:
looking promising ... raytracing included ;-) ?

@shocky:
I like the snowy drawings - in my personal view (not a graphician at all) it looks very
good. You seems to have a talent at that. Looks like perfect gfx for a xmas jump-and-run (http://www.weltenkonstrukteur.de/index.php?id=4&file=0A6B0&no_cache=1&uid=39)  :xmas:
Title: Re: What are you working on at the moment?
Post by: taj on November 12, 2007
@chris:
looking promising ... raytracing included ;-) ?

Not in this one, the raytracing will take a while to complete: its not just a new 4k but a whole "software" rendering pipeline. This one is "oldskool" :-) just ps2.0 shaders.

Chris
Title: Re: What are you working on at the moment?
Post by: benny! on November 12, 2007
... This one is "oldskool" :-) just ps2.0 shaders.
...

lol ...
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 14, 2007
Cheers for nice comments about the graphics :) They look better small on this page to be honest but anyway we'll see what I can put together for the comp :)

Tetra, so nice to see you back here again, hopefully you will have a great idea that is not too ambious to finish in the time frame.

Or perhaps I could run the scroll comp again so you can finish what you were working on before ? ;)
Title: Re: What are you working on at the moment?
Post by: WidowMaker [retired] on November 20, 2007
I am still making intros for groups...

I will release sources for this one once it is used.
Title: Re: What are you working on at the moment?
Post by: benny! on November 21, 2007
Looking forward to see it, WidowMaker  8)
Title: Re: What are you working on at the moment?
Post by: taj on November 21, 2007
That looks great widowmaker, really nice use of light, gives a real feeling of depth. I also like the logo very much. Unfortunately previous experience shows that most people wont like it (my tastes are odd) but for me, it really looks good.

Taj
Title: Re: What are you working on at the moment?
Post by: Hotshot on November 24, 2007
I have design my own Maze in COBRA and I will have try make the puzzle maze abit harder but
here the screenshot and let me know what you think?

click here

(http://aycu08.webshots.com/image/32687/2004712556136353507_th.jpg) (http://allyoucanupload.webshots.com/v/2004712556136353507)

 :cheers:
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 24, 2007
What sort of game are you going to make Hotshot?

Something like Pacman? Gauntlet?

There are so many different ones that you could make. Well done for sticking with Cobra, it will be nice for Graham to have some things made with his language.
Title: Re: What are you working on at the moment?
Post by: ninogenio on November 25, 2007
im working on a christmas comp entry,

i cant say a whole lot about it other than its taken up a huge amount of my time atm, and its not a traditional take on christmas. ohh and its not a demo/intro either.

@shockwave i like the pine tree with snow drippings, any chance in you doing a top down one. i would give you credits of course, im really pants with gfx  :D
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 25, 2007
Top down pine tree?

I could try but I am not sure how it would look.
I've only ever drawn side-on ones before..
Title: Re: What are you working on at the moment?
Post by: ninogenio on November 25, 2007
if you cant its cool mate!

all will become clear eventually.
Title: Re: What are you working on at the moment?
Post by: slinks on December 05, 2007
I've been working on a new game for about a month now, hopefully it will be out before hell freezes over*. Put simply the game is 'gauntlet with guns'. Trust me, it'll play better than it sounds**. I'm using chunky sprites to try and replicate the retro-feel of the game, and it actualy looks pretty decent***! Give me a few days and hopefully I'll have some screens up for you to have a look at!


*I make no promices
**See above
***Not a lie for once!
Title: Re: What are you working on at the moment?
Post by: Shockwave on December 06, 2007
What about your Gloom Christmas comp entry Slinks? :)
Title: Re: What are you working on at the moment?
Post by: slinks on December 07, 2007
Much like the comic, christmas gloom demos must be completed in a matter of hours, and as close to the deadline as possible, in order to retain the unique spirit that can only come from rushed code.
Title: Re: What are you working on at the moment?
Post by: Yaloopy on December 07, 2007
Yeah.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 05, 2008
2 Button game challenge in a demo styleeee!
Title: Re: What are you working on at the moment?
Post by: benny! on February 05, 2008
Ahh ... looking good, Shocky.

I can imagine how this is going to be played.
And I think it's a pretty good idea. Looking
forward to see it in motion. Good luck with
it !!!
Title: Re: What are you working on at the moment?
Post by: Rbz on May 10, 2009
Time to revive this thread!

Right now, I'm working on editor for my little 4k synthesizer.
It will take a lot of time to finish this thing, there's a lot of details to take care about, but I'm decided to make it happen, because I reached a point that using an editor not designed for it, like buzzmachine, won't work anymore.
So a special editor must be done, and when it's done it will make the process of using it's song much more easier.


Ps.: Any resemblance with Renoise graphics is only a mere coincidence ;)
Title: Re: What are you working on at the moment?
Post by: zawran on May 10, 2009
Looking good so far :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 10, 2009
That synth looks awesome mate.

I have been working on a few remakes..

(http://www.retro-remakes.net/screenshots/quakeodissey.png)
(http://www.retro-remakes.net/screenshots/acu_t_eclipse.png)
(http://www.retro-remakes.net/screenshots/overlander_shot.png)

All are released at retro-remakes.net
Title: Re: What are you working on at the moment?
Post by: WidowMaker [retired] on May 10, 2009
I am working on a fucking diskmag, it's nearly finished now thank god.

This will be my last production ever :) I will just watch in future.
Title: Re: What are you working on at the moment?
Post by: slinks on May 11, 2009
Cleaning my flat. Flatmate has just moved out and left a bowl of noodles growing god-damn penicillin!

I also have a text-adventure game that has been stuck in development hell for a few months. Don't expect this one for a while (if ever) but I promise if it ever makes it out the door, it'll be unique. I even took the time to code all the 'comedy commands' everybody always tries when they start the game (fart, suicide, piss ect.)
Title: Re: What are you working on at the moment?
Post by: Clyde on May 12, 2009
At the moment, I am re-doing some lost effects for an eventual Gravity prod.

@Rbz: Having probs with your Synth and your C0digos released prod on Pouet "Spikes" and on XP. Does it use any pixel shaders higher than 2.0 ?
Title: Re: What are you working on at the moment?
Post by: DrewPee on May 12, 2009
Im working on a C64 screen drawing routine! Got it sort of working and will post code when I am happy with it! ;)
Title: Re: What are you working on at the moment?
Post by: Clyde on May 12, 2009
6510+ Or V2 Basic?
Title: Re: What are you working on at the moment?
Post by: benny! on May 13, 2009
@rbz:
Damn, you are coding a complete editor ? Thats awesome. Guess
the user interface is a pain in the a** to code, eh ? Good luck,
screeny looks cool so far.

@shockwave:
Yeah. Nice screenies, too.

@widowmaker:
Looks very nice and oldschoolish.
Title: Re: What are you working on at the moment?
Post by: DrewPee on May 13, 2009
@Clyde - oops meant to say working on a C64 Screen Drawing routine in freebasic! :(
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 17, 2009
I am working on this little thing with a couple of my friends now :) Just giving them a little help.

Title: Re: What are you working on at the moment?
Post by: benny! on May 17, 2009
@Shocky:
Yeah ... looks like a sequel of THIS (http://www.pouet.net/prod.php?which=52879). Looking forward to see it in motion.  8)
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 17, 2009
Cheers Benny :)

I got some really good music from Titan to use in it, Iks gave me permission to use one of thier unreleased songs, there are some really great ones too, there is one track by Xerxes which has really stood out that I think will get used in this.
Title: Re: What are you working on at the moment?
Post by: Rbz on May 17, 2009
thanks

@Rbz: Having probs with your Synth and your C0digos released prod on Pouet "Spikes" and on XP. Does it use any pixel shaders higher than 2.0 ?
Yes, it uses ps2.0, maybe you need to update your directx 9.

@rbz:
Damn, you are coding a complete editor ? Thats awesome. Guess
the user interface is a pain in the a** to code, eh ? Good luck,
screeny looks cool so far.
Thanks Benny, yes it's hard but I already got some experience with UI which help me a lot.
Another thing that help is when you know exactly what you need to code, so to start your project you need to know every aspect about it, or you will spend a lot time on something that you don't know if it will work or not.

Title: Re: What are you working on at the moment?
Post by: va!n on May 18, 2009
very nice and impressive work guys! :)
Title: Re: What are you working on at the moment?
Post by: slinks on June 04, 2009
Been working on a bizarre little puzzle/shooter alate, dubbed 'The Orange Spiders', hopefully I should be able to get it out in the open soon. It's been a right pain in the a$$ though; the frame rate is abysmal, as Blitz can only handle so many objects at once, and I appear to be pushing the limits.

Basic game components
Players ship
Bullets (x6 max)
Spider-spawning devices x 24
Spiders (max of maybe 6-12? Still working this bit...)
Background
Hud

Already got it all planned out though. The background image I can have drawn before hand and just lay it down each frame. The Spawners don't actually move, they just change from active (green) to inactive (red) when you shoot them, so I plan to have this written to an image and just update it every time there's a change.

I also reckon by changing them to arrays rather than types (seeing as I don't ever have to create/delete any more of them) should make it quicker, and I'm writing up a routine to have each bullets collision checked to the spawner it's heading towards, and not to the others (again, as they don't move position, there is only one spawner that could possibly be hit by each bullet.) This cuts out 138 seperate collisions, made up of 4 calculations each, which ammounts to 552 (!!!) less things going on in each loop. I'm quite happy with that.

I'm really having fun with it, trying to figure out how to fix the problems and all. Still sucks I can't have quite as much crazy stuff going on onscreen as I would have liked, but I'll live.
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 04, 2009
A possible website for the school where I work, a website for a friend, some Flash game templates, a costume/model, and several mini-games.
Title: Re: What are you working on at the moment?
Post by: Clyde on June 04, 2009
For the past 18 months I've been working on and off on various projects and effects, and in that time have also changed my style of coding. As in the past i've always used multiple arrays to store data in, eg Dim ScreenBuffer( XRES, YRES ), and im slowly getting around to using just the one and having alot of problems in the process too. Im kind of in catch 22, of when to use singular or multiple arrays. Most coders would be able to sort this out with no bother at all.
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 12, 2009
Depending on the language you're using, you could use an array of objects.
Title: Re: What are you working on at the moment?
Post by: ferris on June 12, 2009
I've been working on too much lately :P

Trying to start work with a gaming company, website for a local school club, a SNES ide, 3 YUP prods, a secret project, a 64k synth, and research on 6502 and 65c816 microprocessors in an effort to breadboard a simple game system so I can learn more about low level systems :)
Title: Re: What are you working on at the moment?
Post by: Clyde on June 19, 2009
Yup, me three!! :)

Im working on optimizing my first FreeBASIC intro adventure "Kryton" to run under tinyptc_ext and hopefully mini fmod provided the volume stuff can be sorted.

Gravity are pretty busy and have many other projects on the go, plus a mountain of effects ideas to put into practise

Also going to learn a new language too. ;)

Happy Coding Antics All,
Clyde.
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 20, 2009
I am working on an online arcade in php because the arcade here needs javascript and I cant use it in work  ;D

Title: Re: What are you working on at the moment?
Post by: benny! on June 21, 2009
I am working on an online arcade in php because the arcade here needs javascript and I cant use it in work  ;D



Nice retro looking page. I am just wondering why you cannot use javascript at work ?
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 21, 2009
I am just wondering why you cannot use javascript at work ?

It wont work on the live systems, sites that use J$ are all banned mate.
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 26, 2009
(http://i140.photobucket.com/albums/r5/mziskandar/F15/F15Blender01.jpg)
(http://i140.photobucket.com/albums/r5/mziskandar/F15/F15Blender02.jpg)

Project Ababil (WIP). Learning proper modeling with quads - for better subsurf.
Executable (copy the link and paste to address bar to download).
http://www13.brinkster.com/cyberlife/blender/blenderf15test01.zip (http://www13.brinkster.com/cyberlife/blender/blenderf15test01.zip)
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 27, 2009
Nice model, do you make logos?
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 27, 2009
@Shockwave

Thank you. I'm not expert. Still learning.. made the model just because now I really now why quads are better than tris - and just got my blender to work properly with my card with new tweaks.

About logos - if copying, shouldn't be that hard, if redesigning - gonna take sometimes to get a good one.
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 27, 2009
Hmm I was thinking about fresh logos, I know a couple of friends who want some art and cant get any. Maybe once you've had time to play with it a bit :)
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 28, 2009
@Shockwave

From my experience in designing logo - I'm the type of person that 1.00000 is not equal to 1.00001 or 0.999999. I'm always slowed down by grid, rotating circle/sphere (due to mesh faces) - maybe too technical rather than arts. Resulting logos that not artistic - Blocky Font.

My friends always says, "relax a bit.. let the pixel flow.. as long as the monitor can give the nice picture". What I've learned before designing logo - I will follow this step when I'm stuck..

I will start thinking adopting a mascot (not necessary an animal) for DBF. Any suggestion?  :whisper:
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 28, 2009
sketch... pls suggest color..

(http://i140.photobucket.com/albums/r5/mziskandar/DBF/DBF01.jpg)

rotate counter clockwise... becomes DBF..
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 28, 2009
Interesting, D and B are great, F looks a little like an E.

I had a different style in mind though.. are you able to make something along these lines...

(http://www.dbfinteractive.com/site_gfx/logo.png)
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 28, 2009
Just a suggestion..

Logos are better square.. so that it can be fit as an icon easily. Eg: apps icon for apps distributed, icon for demos, favicon for websites, etc.

Recognizable even with 24x24 (icon)

3~4 main colors (not including shading for beautification)

I'll try to come out with something else..  :stirrer:
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 28, 2009
Mmm. I was not after a square logo, I wanted something else.. We already have a flash button for the site, I am looking at the possibility of redesigning the front page of DBF and I need someone who can produce a logo of the quality of the example I just posted, we get over 4,000 unique visitors every month so the work would be seen by a lot of people, but as it is going onto the front page it must be of an exceptional standard, I will ask around my contacts but if you come up with something amazing please pm me :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 28, 2009
Had an idea to make a wild twister tonight, gonna see how much I can code in two hours :)
Title: Re: What are you working on at the moment?
Post by: Clyde on June 28, 2009
8 sided twister Looks a corker dude :)

Im giving the brain cell a run for its money and having a dabble with my first idea for the magnification challenge.
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 28, 2009
Great! :) Good luck!
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 30, 2009
Slowly WIP... suggestions/ideas are welcome..
(http://i140.photobucket.com/albums/r5/mziskandar/DBF/DBF02.jpg)
Title: Re: What are you working on at the moment?
Post by: benny! on June 30, 2009
Wow. Cool. Looks fine. Although, still a bit cryptic and maybe hard
to read. But I guess the "F" especially will be more clearer when the
cubes are colored. So I wait and watch you progress.

I am looking forward to see it evolving!
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 30, 2009
I really love the idea of using wheels with gears on them to create a DBF logo :) You're going to hate me but I think that the F should be the same!

It looks really good though so please do continue with it.
Title: Re: What are you working on at the moment?
Post by: mziskandar on June 30, 2009
 :stirrer:
I'm still learning slowly.. In my dream (since I just found out that DBF = Dark Bit Factory = thats why I use the gears) a short 5 sec demo?/splash?. Gears rotates into 'DBF'. Light shines from behind.. enhancing DBF with volumetric lights..

The final image should be the gears and the gears and enhanced DBF hole with volumetric lights - those light bloom thingy... mmm..

..and the one of the small 'B' gear shouldn't touches the big 'D' gear.. so that it can rotates nicely..
 :stirrer:
Title: Re: What are you working on at the moment?
Post by: hellfire on June 30, 2009
This screams to be done in realtime!
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 30, 2009
:stirrer:
I'm still learning slowly.. In my dream (since I just found out that DBF = Dark Bit Factory = thats why I use the gears) a short 5 sec demo?/splash?. Gears rotates into 'DBF'. Light shines from behind.. enhancing DBF with volumetric lights..

The final image should be the gears and the gears and enhanced DBF hole with volumetric lights - those light bloom thingy... mmm..

..and the one of the small 'B' gear shouldn't touches the big 'D' gear.. so that it can rotates nicely..
 :stirrer:

Sounds like a plan :) Seriously, we havent had an advert intro for a long time, it might just get some more people interested in taking a look over here.
Title: Re: What are you working on at the moment?
Post by: hellfire on July 10, 2009
(http://www.abload.de/img/voronoi0n3w.gif)
Very early stage.
Title: Re: What are you working on at the moment?
Post by: benny! on July 10, 2009
@Hellfire:
Looks like voronoi and vectors. Its a very interesting effect indeed.
Do you know this flash version (http://www.dasprinzip.com/prinzipiell/2008/12/17/voronoi-and-vectors/) ?
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 10, 2009
Magnification challenge? :)
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on July 10, 2009
Magnification challenge? :)

It wold be a cool idea to keep zooming in on a cell and subdividing that cell...  ;D
Title: Re: What are you working on at the moment?
Post by: spitfire on July 10, 2009
I know that cell algortihm, but Hellfire how are you making those thick lines along certain edges?
Title: Re: What are you working on at the moment?
Post by: hellfire on July 10, 2009
Magnification challenge? :)
Depends on how it ends out.
Most of the things I start are later ending up in the trash. So for now it's just documenting some work-in-progress :)

Do you know this flash version (http://www.dasprinzip.com/prinzipiell/2008/12/17/voronoi-and-vectors/) ?
No, but it's really nice, especially the motion of the cells.

It wold be a cool idea to keep zooming in on a cell and subdividing that cell...  ;D
Your idea is indeed pretty cool! Why don't you go for it? :)

how are you making those thick lines along certain edges?
Well, I don't :)
I'm just drawing a polygon which doesn't fill the voronoi-cell completely. Bigger cell -> bigger border.

Plans for now:
Naturally-looking motion of (and interaction between) the cells.
Some sort of subdivision of the cell-area to remove the edginess.
Title: Re: What are you working on at the moment?
Post by: slinks on July 23, 2009
Hellfire, you have to finish that mate, that still looks nothing short of mesmerizing!

Meanwhile, I'm still stuck on the blasted Orange Spider Project (OSP). Bloody spiders are supposed to spawn every 500 fames, but after a while get locked into a loop of spawning every frame and I'm trying in vain to fix it!

On the plus side, it gives me a chance to use the DeBugLog command in blitz, which I'd never tried before. It's pretty cool :)
Title: Re: What are you working on at the moment?
Post by: va!n on July 24, 2009
Just some hours ago i have started from scratch a small entry for the magnification contest... entry is not finished yet but you can see and download a preview version in the "DEBUG, TESTING + FEEDBACK"...  Releasename will be ExtasyTrip ^^
Title: Re: What are you working on at the moment?
Post by: slinks on July 24, 2009
Meanwhile, I'm still stuck on the blasted Orange Spider Project (OSP). Bloody spiders are supposed to spawn every 500 fames, but after a while get locked into a loop of spawning every frame and I'm trying in vain to fix it!

well, I've fixed that problem. Enemies are supposed to respawn from a nest 500 frames after it appears, then every 530-nestlevel*30 frames after that (so it starts at one every 500 frames, but increases as the enemies get more powerful) unfortunatly, I fudged a number, so that when the nest is destroyed, instead of resetting the counter to 500, I set its LEVEL to 500, meaning that enemies were then spawning every 530-500*30 frames or -14470 frames (which would mean once per frame).

Glad I got to the bottom of that  :D
Title: Re: What are you working on at the moment?
Post by: ferris on July 24, 2009
Just now finishing my entry for the mag compo :)
Title: Re: What are you working on at the moment?
Post by: spitfire on July 25, 2009
I just finished my entrance exams, and now I'm starting the magnification challlenge :P Wonder if ill finish anything.. won't be good either way but I want to try.
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 25, 2009
Been working on the winners sigs for the magnification challenge, I based the letters on a font by Uno, heavilly modified :)

I wonder who will be wearing these banners.. It's too tough to call :)
Title: Re: What are you working on at the moment?
Post by: benny! on July 26, 2009
Uhh ... like'em!
Title: Re: What are you working on at the moment?
Post by: combatking0 on July 26, 2009
I am:

Finishing off the Summer 2009 Game Builders Club Games
Learning how to make apps for the iPhone and iPod Touch
Learning some new Flash graphics techniques (well, they're not that new, but I don't know them yet).
Title: Re: What are you working on at the moment?
Post by: hellfire on August 07, 2009
(http://img2.abload.de/img/dodecahedronwty3.png)
wtf?!
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 07, 2009
cool, it's either an exploding football, a display of some shadow casting test or a scene from the new tron movie being rendered very slowly :D
Title: Re: What are you working on at the moment?
Post by: combatking0 on August 07, 2009
Looks like a projection of a truncated icosohedron. Or something.
Title: Re: What are you working on at the moment?
Post by: benny! on August 07, 2009
@Hellfire:
Voronoi in 3d ? Cool. Colors look a bit ugly - but I imagine it rocks
when it is in motion.
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 08, 2009
I think Benny made the right guess here?
Title: Re: What are you working on at the moment?
Post by: ferris on August 10, 2009
I'm with Benny :)

Now raymarch it for a procedural 4k ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 10, 2009
Sounds like a great idea actually :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 10, 2009
Hopefully Hellfire will tell us what hes up to or sow some more :)

I am currently pulling apart the glgraphics driver in bmax to see if i can squeeze the exe size down. So far I have a safe version that drops about 10kb of the standard size and a slightly less safe version that drops it a further 6kb on the same test. if i upx the result i get 30kb exe doing the good old 640*480 static effect with full keyboard and mouse support available. While its still much bigger than freebasic or C/C++ its not as bad as the 100kb monster it was  :P
Title: Re: What are you working on at the moment?
Post by: hellfire on August 10, 2009
Quote
Hopefully Hellfire will tell us what hes up
As usual there's not as much time as I wish...
I'll show another picture when/if it's starting to get style.
It's not voronoi, though.
Title: Re: What are you working on at the moment?
Post by: Clyde on August 10, 2009
Looks like the testing of a ray caster
Title: Re: What are you working on at the moment?
Post by: ferris on August 11, 2009
final versions of Lesser and Muon Baryon...and some secrets :)
Title: Re: What are you working on at the moment?
Post by: benny! on August 11, 2009
I am sitting at a small word puzzle game in flash
for a contest. This contest end this friday and I
doubt that I finish it in time.
Title: Re: What are you working on at the moment?
Post by: Clyde on August 12, 2009
Im a fart in a trance at the moment, trying to be patient with C++. As so far my attempts = failure. perhaps im not meant to use it.
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 12, 2009
Why do you want to use it over freebasic or blitzmax ? As far as I can tell they both can do pretty much the same stuff as you can in c/c++ and there much easier to use ? Freebasic even makes nice small exe's and you have used it a fair bit
Title: Re: What are you working on at the moment?
Post by: Clyde on August 12, 2009
I want to learn it as it may prove usefull for when I eventually go back into work. As sadly I cant do Cheffing any more due to doctors orders.
Title: Re: What are you working on at the moment?
Post by: Hotshot on August 13, 2009
if C++ is too hard for you(yes...it does need lots of PATIENTS!) then you are better off learning C# which is abit easier  ;)
Title: Re: What are you working on at the moment?
Post by: Jim on August 13, 2009
C# is an awesome language.  Bugger-all use for demos though.
Jim
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 13, 2009
well with c# you probably can code some demo stuff in it but it's certainly not the best choice for it :)

As for what I have been working on, so as to get back on topic, I have a couple intros in various states of progress and I have been testing my old stuff on vista and adding them to the demo's showcase, unfortunately some dont seem to display correctly on my new radeon card so I am looking at what I am possibly doing in code that might cause it but I think it's the hacked in method of locking the dx surface doing it :(

Still I will fix and add those that I can, but I was alittle sloppy with my code back then  :-[
Title: Re: What are you working on at the moment?
Post by: ferris on August 19, 2009
Some secret PE stuff, Sonant 2, demo for TRSAC, Sundkraft (64k synth to be used in a 64k for tUM), seminar slides for TG10
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 19, 2009
Sonat 2 sounds interesting :)

I have been having a play with the 1st one but found it difficult to make patterns at first in the editor, demo songs are pretty cool tho. Will be interested in seeing/hearing the 64k synth in action :)
Title: Re: What are you working on at the moment?
Post by: ferris on August 19, 2009
Yeah it's (unfortunately) not the most user-friendly tracker, especially if you're used to the FT2 keyboard layout (a feature Sonant 2 has is a toggle for either layout). Sonant 2 is also modular, meaning it's all machine-based instead of hardwired like Sonant.

The 64k synth is also modular but seems to be just a massive project and always more and more confusing :P But it's fun to work with I'll admit.

Anyways thanks for the support :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 22, 2009
time for an update :)

I am working on several projects but the last day and abit I have coded a rework of an experiment from bmax to c++, it already matchs the original tho much smaller exe size,  but I am looking to use this as a testbed for coding a base framework so i can do the odd intro in it. So I need to add a few more general things and text support.

So whats everyone else working one?
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 22, 2009
I need to be working on my demo for Sundown, but so far I haven't even started, probably Codigos won't release anything there at this rate which would make me sad :(

It seems like my musician friend Ampli has dissappeared too and I don't want to use ripped music either.

Probably I'll try and start working on something in the next few days that doesnt need gfx and maybe Ill be able to blag some mucis from somewhere before the date!
Title: Re: What are you working on at the moment?
Post by: ferris on August 22, 2009
Shockie, if you need a tune I can try to do one :) Let me know if you need one.

Almost done with Sonant 2 ;)
Title: Re: What are you working on at the moment?
Post by: zawran on August 22, 2009
I just finished a tool I was working on, so now I'm good to go for a small demo I had been thinking about trying out. I'll probably start working on that tomorrow morning since I don't have other plans there.
Title: Re: What are you working on at the moment?
Post by: Clyde on August 22, 2009
Im working on the acme pigeon catcher mk 3.
tests have proven quite successfull.
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 22, 2009
Shockie, if you need a tune I can try to do one :) Let me know if you need one.

Yes please!!

2 if you can ;) !!!

They will definately be used. XM would rock.
Title: Re: What are you working on at the moment?
Post by: ferris on August 23, 2009
What kind you need? Oldschool or newschool? as a .xm's I'd probably be more fit doing something ambient...but I can be flexible :)

If you want something drum&bass or somethin I can do a couple .mp3's too. It's all up to you :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 23, 2009
Ehm, well Hellfire is working on something for the forum, I provided him with some logos for it but there is no suitable tune yet but it will be something colourful. I haven't seen any preview of that one yet so I can't say.

As for the thing I am doing it will be used to promote the forum, maybe released under the Codigos label some ambient XM would be great for that :)

It's going to have simple geometry with pastel shades.

Whatever you make will be used somehow Ferris, thank you very much indeed!
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 23, 2009
Are you still hoping to make something around 40k for sundown shockwave or is time catching up to you to fast ?

I am looking forward to seeing what gets released from there, would love to have gone along but sadly its outside of my comfortable travel distance.

Title: Re: What are you working on at the moment?
Post by: Shockwave on August 23, 2009
Where are you living Jon? If I am passing you I can pick you up.
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 23, 2009
I live even further south down in cornwall, but i still cant travel far with my neck/back injury. Actually have a doc's appointment tomorrow as I had a flair up and have been on extra painkillers after I picked up my great nephew, whos only just turned one, my own fault I should know better but I was afriad he would fall and hurt himself pulling up on a chair so I picked him up.
Title: Re: What are you working on at the moment?
Post by: Shockwave on August 23, 2009
Sorry to hear that you are still suffering from the injury. :-\ Maybe next year you can come along.
Title: Re: What are you working on at the moment?
Post by: hellfire on August 23, 2009
Hellfire is working on something for the forum
True, but as I am rather involved with "family-business" right now, I don't think to get things done 'til Sundown.
Everyone else is already busy doing stuff for Function and/or Sundown, so there's not much chance on help at the moment.
Another option might be to merge things with Shockwave's stuff. But in either way there's no need to hurry with a tune here.
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 26, 2009
Thanks to some help from Ferris I have been messing about with his sonant 4k synth, which i finaly got compiling, I also had a quick go at making sound in bmax a couple nights ago, which was interesting but didnt sound as either me or ferris expected, so some more exploring needed there. While on the subject of bmax, I have made a tiny gl framework which myself and zawran can now use which drops the exe size a fairly large chunk over standard bmax graphics modules  :)

I now also have a framework coded in c/c++ that will allow me to have a go at coding some intros/demos again using opengl, while i dont think it will replace my bmax coding completely it will be interesting to see what I can make and should prove fun to mess with. Now if only I could think of stuff to code effect wise  :D

Here's a shot from my cpp framework. Might look familiar but was a good test case ;)
Title: Re: What are you working on at the moment?
Post by: ferris on August 27, 2009
Ah, glad you got it all working :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on August 27, 2009
@ferris, Yep I got it working, with the music.h file being correct, not sure why i had a bad one tbh, I had a few wierd errors from devcpp but after trying to use the synth in another project and it working I was able to spot a compiler setting that was doing some optimization different to the other one, changed that and it worked. I would still like to have ago at making one myself and have found the info you pointed me to very interesting, I will be giving it another bash but I might for go trying in bmax this time and do it in C, if I code it clean enough I can always import it and link in bmax anyway :)

My next problem is thinking what to actually try making now I have some frameworks to play with :D


Title: Re: What are you working on at the moment?
Post by: ferris on September 13, 2009
ah yes, the "I have a framework now what" syndrome :D I have the same problem atm
Title: Re: What are you working on at the moment?
Post by: Shockwave on September 14, 2009
Hehe, I have exactly the same problem too.
Title: Re: What are you working on at the moment?
Post by: Shockwave on September 15, 2009
I had forgotten how much I fucking hate Internet explorer... Still, the portal is starting to take shape the way I want now.
Title: Re: What are you working on at the moment?
Post by: Way.net on September 15, 2009
The portal is looking good can't wait to see it in full working order :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on September 15, 2009
Hopefully Ill have the shoutbox working tomorrow.

If I do then I'll put up a Work In Progress version.
Title: Re: What are you working on at the moment?
Post by: slinks on September 15, 2009
Not to make us as a group sound elitist, but if internet explorer is being that much of a cock, just refuse to support it. Put a little banner at the top showing the IE icon with a slash through it. I think it's fair to suggest most demosceners are tech-savy individuals, and would therefore be running a better browser like firefox, opera, chrome ect. Those of us at work are just going to be viewing the forum, not the front page (as I think restrictions on downloading/runing demos are probably commonplace at most jobs).

Start a trend, and make it look like a choice, instead of laziness. You may get a following of hard-core uber-nerds like myself, who gouge out our caps lock keys for efficiency
Title: Re: What are you working on at the moment?
Post by: Shockwave on September 15, 2009
:)

K+
Title: Re: What are you working on at the moment?
Post by: slinks on September 15, 2009
Banner image pieces:
Title: Re: What are you working on at the moment?
Post by: Clyde on September 15, 2009
Cool on the portal info and update.

I actually find nothing wrong with IE8; and with the new update to smf 2.0 I dont need to use compatabilty view. Again it's what ever floats your boat.

I am clevery working on a top secret project, so secret that even I don't know what its going to lead to! ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on September 15, 2009
I actually find nothing wrong with IE8; and with the new update to smf 2.0 I dont need to use compatabilty view. Again it's what ever floats your boat.

The thing is that I really like the way that IE renders text, I think it does it better than Firefox and Chrome.

The problem I have with IE is that it does not follow the standards properly and forces web coders to hack their pages to work with IE.
It could be accidental, it's much more likely that Microsoft are a bunch of monopolising cunts.

You have no idea how demoralising it is when the 100% compliant xhtml and css you've been slaving over all day just goes tits up when you preview it in IE...

Anyway, over 40% of our visitors use IE so I have to make it work in IE too so you can safely carry on using IE8 :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 16, 2009
Shpooky...

A total rip off of Rbz's "the mansion" but in my defence I did all the gfx... Sorry Rbz, and it's not even as good as yours...
Title: Re: What are you working on at the moment?
Post by: Rbz on October 17, 2009
Very nice mate, I hope you can add more stuff then me 8)

Title: Re: What are you working on at the moment?
Post by: benny! on October 17, 2009
Great! And very halloween moody!
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 17, 2009
I'm working on my Halloween contest entry, a musical organiser for my local church, and a game for the iPhone.
Title: Re: What are you working on at the moment?
Post by: slinks on October 17, 2009
Possibly on my halloween entry. Also fixing up my flat, and other silly bits
Title: Re: What are you working on at the moment?
Post by: ferris on November 09, 2009
I'm skipping all my morning classes today to work on a paper that I procrastinated on too long :P

Lesson learned: NEVER try to write an 8-page paper citing 10 sources the night before it's due :P

 :boxer: :whack:
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 10, 2009
Sounds like you had a late night ahead of you there Ferris, hope it turned out ok for you.
Title: Re: What are you working on at the moment?
Post by: combatking0 on November 10, 2009
I'm working on my Balloon game for the iPhone.
Title: Re: What are you working on at the moment?
Post by: benny! on November 10, 2009
Regarding personal project I am doing a little new personal page for myself
(new domain). Nothing spectacular though. Should be hopefully finished soon.
Title: Re: What are you working on at the moment?
Post by: Dr.Death on November 11, 2009
Balloon game sounds cool m8 i get my new iphone on sunday.... :updance:
Title: Re: What are you working on at the moment?
Post by: JL235 on November 11, 2009
I'm currently working on several projects:
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 14, 2011
I am a sick bastard..
Title: Re: What are you working on at the moment?
Post by: combatking0 on March 14, 2011
Nice! Does it have a rapid fire option ;D

I'm working on:
My second entry for the Destruction contest.
A Barcode Battler simulator.
A Pokemon Red/Blue simulator.
Adding the finishing touches to the SMF 1 / 2 anti-spammer registration form.
Trigonometry Tool.

Future Projects:
Control 16 (the sequel to Control 8)
Control 32 (the possible sequel to Control 16)
Long Multiplication Tutor (for our Maths department)
Long Division Tutor (see above)
QuizNet (a fusion of Ajax, Flash, PHP and MySQL)
Title: Re: What are you working on at the moment?
Post by: Raizor on March 15, 2011
I'm working on the finishing touches of my first iPhone game, Wall Warrior. It's kind of Arkanoid on steroids :) Once that is out of the way in a week or so it's down to some demo coding goodness! I think I'll try some meta balls to start with. I know everyone is probably sick of them these days, but I've always wanted to make some :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 15, 2011
Metaballs are cool :)

It would be cool if there were some demo-ish screen savers for android.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 15, 2011
Having some fun with this I must admit :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on March 16, 2011
If you shoot all the way along it from left to right across the middle, does the bottom fall off? ;)
Title: Re: What are you working on at the moment?
Post by: Jim on March 16, 2011
Have you got a px of Teddy Ruxpin?
Title: Re: What are you working on at the moment?
Post by: boogop on March 16, 2011
Finishing up my iOS demo and trying to figure out the cryptic app store submission process. :telloff:

I'd originally planned to make it self-running via a timer loop, but the apple user interface docs seem to want interaction, so I'm switching effects via touches. So I have to make the music looping in case they get to the greetz and go around again. Also trying to figure out why my dot tube seems to get its z-positioning screwed up the second time around. That looks like some kind of gluPerspective problem.
Title: Re: What are you working on at the moment?
Post by: Raizor on March 16, 2011
Boogop, that sounds cool, I look forward to seeing it. The whole 'must be interactive' thing is a bit of pain for things like this.
Title: Re: What are you working on at the moment?
Post by: StatMat on March 20, 2011
I'm currently working on the latest version of my TitchySID library, a release of which is long overdue. Other than some significant size reductions, this will include the FFT stuff to allow proper analysers and such. It also has examples of using the library in MASM, C, FreeBasic, PureBasic, C# and BlitzMax.

Hopefully it'll turn out useful for some the guys here. ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 20, 2011
Any plans to make it compatible with Freebasic too? :)

I was looking at the topic earlier on as a matter of fact and reminded me how cool it is!
Title: Re: What are you working on at the moment?
Post by: StatMat on March 20, 2011
The FreeBasic example is completed. Although I'm no FB guru hopefully it'll get ya started! :p

Code: [Select]
#include once "windows.bi"
#include "win/commdlg.bi"
#include "win/mmsystem.bi"
#include "crt/math.bi"
#include "titchysid.bi"

#define IDI_ICON                        101
#define IDD_SID_PLAYER_DLG              102
#define IDR_MUSIC                       103
#define IDC_EXIT                        1001
#define IDC_INFO_LABELS                 1002
#define IDC_INFO                        1003
#define IDC_OPEN                        1004
#define IDC_NEXT                        1005
#define IDC_PREVIOUS                    1006
#define IDC_PAUSE_RESUME                1007
#define IDC_STOP                        1008
#define IDC_PLAY                        1009
#define IDC_SONG_NUM                    1010
#define IDC_SPEC                        1011

#define SPECWIDTH 368 ' display width
#define SPECHEIGHT 127 ' height (changing requires palette adjustments too)
#define BANDS 28 ' number of equalizer bars

Type BITMAPINFO256
   bmiHeader As BITMAPINFOHEADER
   bmiColors(256) As RGBQUAD
End Type

Dim Shared AppName As String
AppName = "TITCHYSID_PLAYER_DEMO_FREEBASIC"

Dim Shared g_hInst As HINSTANCE = NULL
Dim Shared g_hWnd As HWND = NULL
Dim Shared sid_props As props
Dim Shared g_subsong As UByte
Dim Shared g_running As UByte
Dim Shared g_paused As UByte = 0

Dim Shared buffer As String

Dim Shared specwin As HWND
Dim Shared mmtimer As MMRESULT
Dim Shared bmi As BITMAPINFO256
Dim Shared specbuf(SPECWIDTH*SPECHEIGHT) As UByte

Sub UpdateSIDInfo()
Dim blocks As Integer

' Display the current sub song
SetWindowText(GetDlgItem(g_hWnd, IDC_SONG_NUM), Str(g_subsong))

blocks = sid_props.data_size / 256
If sid_props.data_size Mod 256 > 0 Then : blocks = blocks + 1 : End If

buffer = "$" + Hex(sid_props.load_addr, 4) + Chr(10) + "$" + Hex(sid_props.init_addr, 4) + _
Chr(10) + "$" + Hex(sid_props.play_addr, 4) + Chr(10) + Str(sid_props.data_size) + _
" bytes (" + Str(blocks) + " blocks)" + Chr(10) + _
Str(sid_props.num_songs) + Chr(10) + Str(sid_props.default_song) + Chr(10) + _
sid_props.sid_name + Chr(10) + sid_props.author + Chr(10) + sid_props.copyright

' Display the SID file properties
SetWindowText(GetDlgItem(g_hWnd, IDC_INFO), buffer)

End Sub

Sub OpenSID()

Dim filename As String * MAX_PATH
Dim filter As String = "SID Files (*.sid)" + CHR$(0) + "*.sid" + CHR$(0) + CHR$(0)
Dim ofn As OPENFILENAME
Dim filenum As Integer
Dim length As Integer
Dim filebuffer As UByte Ptr

ofn.lStructSize = sizeof(ofn)
ofn.hwndOwner = g_hWnd
ofn.lpstrFilter = Sadd(filter)
ofn.lpstrFile = Sadd(filename)
ofn.nMaxFile = MAX_PATH-1
ofn.Flags = OFN_FILEMUSTEXIST Or OFN_NONETWORKBUTTON Or OFN_PATHMUSTEXIST Or OFN_LONGNAMES Or OFN_EXPLORER
ofn.lpstrTitle = @"Choose SID File"

If GetOpenFileName(@ofn) <> 0 Then
filenum = FreeFile
Open filename for Binary as #filenum
length = Lof(filenum)
filebuffer = Allocate(length)
Get #filenum,,*filebuffer,length
Close #filenum

' Start the SID playing
SIDOpen(filebuffer, length, SID_MEMORY, SID_DEFAULT, 0)
SIDGetProps(@sid_props)

g_running = 1
g_subsong = sid_props.default_song
UpdateSIDInfo()

Deallocate(filebuffer)
End If

End Sub

Sub drawBar(byval x as UINT, byval y as UINT, byval height as UINT)
Dim i As Integer
For i = 0 To Height-1
Clear(specbuf(((y+i) * SPECWIDTH + x * Int(SPECWIDTH / BANDS))+3), y+1, SPECWIDTH/BANDS - 2)
Next
End Sub

' update the spectrum display - the interesting bit :)
Sub UpdateSpectrum(byval uTimerID as UINT, byval uMsg as UINT, byval dwUser as UINT, byval dw1 as UINT, byval dw2 as UINT)

Dim dc as HDC
Dim As Integer x,y,y1
Dim b0 as Integer = 0
Dim fft(1024) As Single
Dim sum As Single
Dim sc As Integer
Dim b1 As Integer

Erase specbuf ' Clear specbuf

SIDGetFFTData (@fft(0))

' Only update if we're not paused and running
If Not g_paused And g_running Then
For x = 0 To BANDS-1
sum=0
b1=pow(2,(x*10.0)/(BANDS-1))
If (b1>1023) Then : b1=1023 : End If
If (b1<=b0) Then : b1=b0+1 : End If ' make sure it uses at least 1 FFT bin
sc=10+(b1-b0)
For b0 = b0 To b1-1 : sum+=fft(1+b0) : Next
y=(sqrt(sum/log10(sc))*2.5*SPECHEIGHT) ' scale it
If (y>(SPECHEIGHT-4)) Then : y=SPECHEIGHT-4 : End If ' cap it
For b1 = 0 To y-1 Step 5
drawBar(x, b1, 4) ' draw bar
Next
Next
End If

' update the display
dc=GetDC(specwin)
SetDIBitsToDevice(dc, 0, 0, SPECWIDTH, SPECHEIGHT, 0, 0, 0, SPECHEIGHT, @specbuf(0), cast(BITMAPINFO ptr, @bmi), 0)
ReleaseDC(specwin,dc)

End Sub

Function WndProc (byval hWnd as HWND, byval message as UINT, byval wParam as WPARAM, byval lParam as LPARAM) as BOOL
Dim a As Integer
Dim pandr As String

    select case message

case WM_INITDIALOG
' Check this is the only instance of the app
If OpenMutex(MUTEX_ALL_ACCESS, FALSE, AppName) = 0 Then

        CreateMutex(0, False, AppName)

        SendMessage(hWnd, WM_SETICON, 0, cast(LPARAM, LoadIcon(g_hInst, cast(LPCSTR, IDI_ICON))))

        g_hWnd = hWnd
        specwin = GetDlgItem(hWnd, IDC_SPEC)

        ' Start the SID music playing from our resource
        SIDOpen(cast(any ptr, IDR_MUSIC), 0, SID_RESOURCE, SID_DEFAULT, 0)
SIDGetProps(@sid_props)

        g_running = 1
        g_subsong = sid_props.default_song
        UpdateSIDInfo()

        ' create bitmap to draw spectrum in (8 bit for easy updating)
        bmi.bmiHeader.biSize = Sizeof(BITMAPINFOHEADER)
        bmi.bmiHeader.biWidth = SPECWIDTH
        bmi.bmiHeader.biHeight = SPECHEIGHT ' upside down (line 0=bottom)
        bmi.bmiHeader.biPlanes = 1
        bmi.bmiHeader.biBitCount = 8
        bmi.bmiHeader.biClrUsed = 256
        bmi.bmiHeader.biClrImportant = 256

' setup palette
For a = 1 To 127
            bmi.bmiColors(a).rgbGreen = 256 - 2 * a
            bmi.bmiColors(a).rgbRed = 2 * a
Next

For a = 0 To 31
bmi.bmiColors(128+a).rgbBlue=8*a
bmi.bmiColors(128+32+a).rgbBlue=255
bmi.bmiColors(128+32+a).rgbRed=8*a
bmi.bmiColors(128+64+a).rgbRed=255
bmi.bmiColors(128+64+a).rgbBlue=8*(31-a)
bmi.bmiColors(128+64+a).rgbGreen=8*a
bmi.bmiColors(128+96+a).rgbRed=255
bmi.bmiColors(128+96+a).rgbGreen=255
bmi.bmiColors(128+96+a).rgbBlue=8*a
Next

        ' setup update timer (50hz)
        mmtimer = timeSetEvent(20, 5, @UpdateSpectrum, 0, TIME_PERIODIC)

    ' Another instance of the app is already running, so exit
Else
SendMessage(hWnd, WM_CLOSE, NULL, NULL)
    End If

        Case WM_COMMAND
            Select Case wParam
                Case IDC_OPEN
                    ' Open a SID file
                    OpenSID()

                Case IDC_PLAY

                    ' Start the SID music playing
If Not g_paused And Not g_running Then
                        SIDPlay()
                        g_running = 1
                    End If

                Case IDC_STOP

                    ' Stop the SID music playing
If Not g_paused And g_running Then
                        SIDStop()
                        g_running = 0
                    End If

                Case IDC_NEXT
If Not g_paused Then

                        ' Go to the next sub song
If g_subsong < sid_props.num_songs Then
g_subsong = g_subsong + 1
                            SIDChangeSong(g_subsong - 1)
                            UpdateSIDInfo()
                        End If
                    End If

                Case IDC_PREVIOUS
                    If Not g_paused Then
                        ' Go to the previous sub song
                        If (g_subsong > 1) Then
                        g_subsong = g_subsong - 1
                            SIDChangeSong(g_subsong - 1)
                            UpdateSIDInfo()
                        End If
                    End If

                Case IDC_PAUSE_RESUME
                    ' Pause or resume playback
If g_running Then
                        g_paused = Not g_paused

                        If g_paused Then
                            SIDPause()
                            pandr = "Resume"
                        Else
                            SIDResume()
                            pandr = "Pause"
                        End If

SetWindowText(GetDlgItem(hWnd, IDC_PAUSE_RESUME), pandr)
                    End If

                Case IDC_EXIT
                    SendMessage(hWnd, WM_CLOSE, NULL, NULL)
            End Select

            ' Use the HTCAPTION trick to allow dragging of the window
        Case WM_LBUTTONDOWN
            SendMessage(hWnd, WM_NCLBUTTONDOWN, HTCAPTION, lParam)

        Case WM_CLOSE
            ' Close the SID library
            SIDClose()
            EndDialog(hWnd, 0)

        Case Else
            Return False

    End Select

    Return True
End Function

g_hInst = GetModuleHandle(NULL)

DialogBoxParam(g_hInst, cast(LPCSTR, IDD_SID_PLAYER_DLG), NULL, @WndProc, NULL)

End
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 20, 2011
That's worth some good karma! :)
Title: Re: What are you working on at the moment?
Post by: StatMat on March 20, 2011
Cheers man. I hope to get the full release out shortly and I'll be sure to post it here without delay once it's ready.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 20, 2011
Thanks :)

Ampli was working on some Sid songs some time ago, hopefully I'll be able to persuade him to finish them because it would be cool to release a sid compilation... I always promised him I would do a music disk for him but I never got around to it.. Shame on me.

You've given me an opportunity to redeem myself!
Title: Re: What are you working on at the moment?
Post by: StatMat on March 20, 2011
I'll look forward to seeing what you guys come up with!
Title: Re: What are you working on at the moment?
Post by: padman on March 20, 2011
Cool stuff! This'll surely become handy when it's finished! K+
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 07, 2011
Hi Folks, been a hell of a time since i last posted anything on here, had alsorts going on in RL and was stuck in WoW for a couple years but finally found my way out :P

So I have decided to get back into coding and have been going over my old code archives looking at stuff and getting back into the swing of things. I still like using bmax so my main focus has been on my code in that using opengl and anything else I get side tracked into tinkering with. One of the things I had been working on before I semi disappeared in azeroth, was reducing the size of bmax exe's, while I am under no illusions that it will ever compare to c/c++ for making small exe's I wanted to atleast be closer to the other basic's exe's. To that end I have coded an rather nice lib as the base to create opengl demos with, while its still rather bloated it is much smaller than using the default bmax graphics setup, dropping from 100K-200K+ compressed exe's down to 30K-40k compressed for the same effects atleast feels like a big drop, even if its still rather large. I could probably squeeze more my dropping stuff like fullscreen/windowed requestor support, removing some of the extra features it gives for rendering 2d/3d fonts etc. But there things that I am likely to use from time to time so  :D

Now I just need to work out what to do with it, still a big fan of the oldskool stuff so expect I will do something retro, I am also currently reading the "Orange" book so hopefully I can make some cool shaders down the line.

What are most of you guys coding in now?

Anyway here's a couple shots using the code. 1st ones testing a shader, exe including shader code etc sits at 37k, was over 200k compressed using original bmax framework lol. Second One is testing vbo's and fbo's.

Title: Re: What are you working on at the moment?
Post by: padman on April 07, 2011
That's really cool! I wish I had more knowledge of OpenGL (better: any knowledge at all  :D) and that there were more examples for Purebasic (that's what I'm coding in).
Title: Re: What are you working on at the moment?
Post by: zawran on April 07, 2011
Great to see Jon back in the code again :)  I took a break myself while dealing with some work related stress. But I am back at coding as well. I am currently working with Monkey, the latest offering from BlitzResearch. I am working on a Bejeweled clone which I intend to finish and publish on the Android market before the end of April.

(http://zac-interactive.dk/temp/mballs.png)

I have also been prototyping other games using BlitzMax which is still my favorite programming language of all time. It is just super fast for me to code with and great for trying out various stuff. I have not done anything demo related for a very long time, but I cannot say that I will not do something at a later time. These days creating games for phones is what I like doing, so that is where my priority lies when it comes to my limited spare time.
Title: Re: What are you working on at the moment?
Post by: padman on April 07, 2011
Cool stuff!  :clap: I think I should start to have a look at coding for Android. That's where the future lies obviously. Pitty I ain't gotten a device yet. Any sponsors?  :D
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 07, 2011
Nice looking App there Zawran.

I have downloaded the Monkey demo but given its only html5 and most browsers are abit pants with that atm its hard for me to want to dig into it much. I dont have a fancy mobile phone so I could only code and test stuff via the emulator, I dont really think thats ideal. Plus its in some respcts rather expensive just to tinker with and I currently dont see myself doing much more. Maybe later in the year if I have gotten more coding done and made and finished a few simple game projects I might consider looking at it some more. I was actually looking at the code for a samegame clone I was making, I dont know why I stopped as it seems the code is working as expected, probably got side tracked in WoW, I really spent far to much time playing that to be honest  :-\
Title: Re: What are you working on at the moment?
Post by: zawran on April 07, 2011
I remember trying a samegame clone from you, and if I remember correctly it seemed to be working just fine. So it probably only needed a little bit of polish and it could be ready for people to play with.
Title: Re: What are you working on at the moment?
Post by: ninogenio on April 07, 2011
wow there is some really cool stuff going on here.

ive been bevering away at making a chess game on the spectrum its coming along really slowly, ive got the ai working to an extent but its become a huge monster its coded purely in basic but when its finished ill propably code a lot of the routines in asm.

ill hopefully have it finished in the next few weeks and i will post it up.
Title: Re: What are you working on at the moment?
Post by: benny! on April 07, 2011
Really interesting to see that more and more ppl start developing for mobile
devices. Good luck to you all!
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 08, 2011
I had a go at iPhone coding a while ago, but I was unable to commit myself to learning the nuances of Objective C before I had to hand the developing gear back to its owner. It was an interesting experience though.

Currently, I'm working on:

Grapher 1.05 (Flash)
Sine / Cosine 1.0 (Flash)
Control 16 (Flash) (sequel to Control 8)
File Manager (PHP)
RPG Engine (Flash)
Long Multiplication (Flash)

With any luck I'll have the top 2 on that list finished this weekend.
Title: Re: What are you working on at the moment?
Post by: benny! on April 08, 2011
Woah ... that's quite a lot/big list to work on. But cool to see that you are about to finish already two of them.
Keep us informed about your progress, mate!
Title: Re: What are you working on at the moment?
Post by: Optimus on April 11, 2011
Arghh,. too much working on CPC these days, which is cool, very interesting but becomes tedious and I have not released any big thing. I am too scared to go back coding my old wolfenstein engine (http://www.youtube.com/watch?v=COH55Uj53TY), I started coding 3d transformations and line rendering for CPC, but things are scary with the low precision and the C parts need to be converted in assembly. And then small demo project I started and then abandoned.

I think I am gonna switch back to some more modern coding for a change. I had started a very nice project in November 2010 in C++ which has to do with my favorite old RPG, eye of the beholder, but I am not revealing more about it yet. Maybe I am gonna go back to it soon enough.
Title: Re: What are you working on at the moment?
Post by: ferris on April 11, 2011
Easter prod(s) :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 11, 2011
I have been working on my bmax opengl framework, add a new feature that I am not 100% happy with its implementation atm. It's currently tied into the entire screen class but really should be a seperate type/class as its not really part of the screen/window setup. So I will probably look to strip it out into its own type making it much more useful and hopefully reusable outside my smallgl framework.

Apart from that trying to decide on what I want to try and code as a project but struggling to find something small to focus on and get "done" so I can say I finished something. Not sure if it will be a demo related project or not tho I am leaning towards an intro or something just so I can finish it  ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 12, 2011
Easter prod(s) :)

A new 4KB from YUP maybe? :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 15, 2011
I didnt have much time yestarday, and probably wont have much today but I did manage to get a version of the Gooch shader from the orange book going in my bmax gl framework. Had to modify the shader since I havent got all the gl extensions added to the framework yet but was just a case of hard coding a few values for now. I was pretty pleased as I also managed to get a working torus coded, tho atm it lacks uv generation. But its better than a cube :D

He's a quick piccy.
Title: Re: What are you working on at the moment?
Post by: ferris on April 15, 2011
@Shocky: Nope ;)

@TinDragon: Looks sweet :D I miss that outlined look, really.
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 15, 2011
hehe, yeah the outlined look was big for a while, then seemed to die out, perhaps I can bring it back :P

The outline is not actually part of the shader tho, I am not actually doing the outline how your ment to, I did it a cheap way to save me some time. The shader defines the color of the object with warm and cold values mixed with the diffuse based on the light source, I got to be honest it looks far better on there models than it does on my torus but thats probably due to me hard coding a few values into the shader as I havent got uniform access setup yet via extensions. But the shader works so I must be learning something  ;D
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 15, 2011
I really love the cell shaded look, always have.. It would be nice to see the Toruses moving :)

Title: Re: What are you working on at the moment?
Post by: Kirl on April 15, 2011
Oooo, like the cell-shaded torusses...ses... ii?   ;)

Ah, Shockwave beat me with the comment, but I agree motion would be nice!

Reminded me of a beloved experiment of mine back in my 3d period.
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 15, 2011
Well its hard to see that there spinning seperately due to there shape and the way the shader is doing its thing but here's a exe for those interested, win 32bit and ofc needs a half decent gfx card, but I think most on here should be able to run it :P

Oh you will see as they spin why my cheap black outline fails abit, probably should look to do it correctly at some point.

Title: Re: What are you working on at the moment?
Post by: Shockwave on April 15, 2011
That's really good looking and very smooth on this system, it's running at about 1,500 fps in wondowed mode :)

Really lovely to see it working, thanks for posting it!
Title: Re: What are you working on at the moment?
Post by: zawran on April 15, 2011
Nice shader you got going there Jon. :)
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 15, 2011
Woot!!

Now with a moving light source, which means I can now access shader uniforms etc. Exe attached  :updance:

Title: Re: What are you working on at the moment?
Post by: ferris on April 15, 2011
Really smooth stuff :)

Can't say more about my current projects, but here's a little semi-screenie to get you going!
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 16, 2011
Very Enigmatic Ferris!

I'm working on something too as you can see from the screen shot :)

Title: Re: What are you working on at the moment?
Post by: Shockwave on April 17, 2011
Update..

So you can at least see that there is progress.
Title: Re: What are you working on at the moment?
Post by: ferris on April 17, 2011
Looking smooth :) Nice to see the progress.
Title: Re: What are you working on at the moment?
Post by: benny! on April 18, 2011
Yeah, looks already really kewl...
Title: Re: What are you working on at the moment?
Post by: padman on April 18, 2011
Got PureBasic finally working on an Amiga (well, WinUAE to be honest...). Prepare for a fine(?) Amiga craptro sometime soon!  ;D
Title: Re: What are you working on at the moment?
Post by: benny! on April 19, 2011
Got PureBasic finally working on an Amiga (well, WinUAE to be honest...). Prepare for a fine(?) Amiga craptro sometime soon!  ;D

Yeehaw. Cool to see that PureBasic still supports the Amiga platform.
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 19, 2011
@Benny, I think they still offer the Amiga version of PB but it's no longer updated like the other platforms. Probably due to it adding things like orge as a 3d engine and other things that just couldnt be added to the amiga version I expect.

Back on topic abit, while my demo ideas are still milling around and my shader stuff needs me to spend some time trying things out, I have made a start on a game. Went for doing something fairly simple so that I can get back into the swing of coding in bmax using the modules that came with it. So here's a screenshot very early WIP but I think you can guess what its based on  ;)
Title: Re: What are you working on at the moment?
Post by: benny! on April 19, 2011
Yeah, good old Spaceinvaders. Always nice!
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 19, 2011
I've just noticed an email from the English department reqesting a game / program / resource be made for them, after seeing the 2 maths programs I've been working on.

After working on a basic premise, I'll re-work my old "Maths Invaders" game to become "Spelling Invaders". This learning game will be coded in Flash, but I'm not sure how long it will take.

It won't quite play like the classic Space Invaders, but kids of this day won't care, which is unfortunate.
Title: Re: What are you working on at the moment?
Post by: hellfire on April 19, 2011
I'll re-work my old "Maths Invaders" game to become "Spelling Invaders"
Sounds like Z-Type (http://www.phoboslab.org/ztype).
Title: Re: What are you working on at the moment?
Post by: benny! on April 20, 2011
I'll re-work my old "Maths Invaders" game to become "Spelling Invaders"
Sounds like Z-Type (http://www.phoboslab.org/ztype).
Yeah, I know this one. NIcely done, esp. considering that this is pure javascript/canvas.
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 22, 2011
Latest progress..

Good news is that I only have a couple of layout bugs to fix in this template and then I can begin to construct the other pages :)

Looking forward to dropping Benny's cool flash banner in there!
Title: Re: What are you working on at the moment?
Post by: padman on April 22, 2011
Woot! That's really looking awesome! :o (And a there's a great selection of topics too... ;D)
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 22, 2011
Yeah, it brings the 40 latest posts which is much better than the latest 10, thinking that having coding topics on the front page will help the SEO of the site and it's useful too :)

This is really going to kick ass when we have Benny's flash banner in there!

The only part where I've had to compromise a little is on the showcase random selection - I wanted to use Mooflow but it fucked up on Firefox and didn't look right on my android too so I've taken a more simple approach to it but it still looks a lot better than the current one :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 24, 2011
Thanks to Benny, I have another update for you :)

Title: Re: What are you working on at the moment?
Post by: TinDragon on April 24, 2011
Oh, oldskool starfield moving in that banner ?
Looking good anyway :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 24, 2011
Yep, Benny made a 3D starfield with a cool cross fading text line :)
Title: Re: What are you working on at the moment?
Post by: benny! on April 24, 2011
Yeah, that looks awesome. Really looking forward if that frontpage goes live.
Title: Re: What are you working on at the moment?
Post by: hellfire on April 28, 2011
(http://www.abload.de/img/space1jiw.png)
Looks so easy but was a bit of pain actually.
Title: Re: What are you working on at the moment?
Post by: Shockwave on April 28, 2011
Your 4D space model?

That looks really cool!  I'd love to see a moving version of it :)
Title: Re: What are you working on at the moment?
Post by: benny! on April 29, 2011
Your 4D space model?

That looks really cool!  I'd love to see a moving version of it :)

I second this..
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 29, 2011
Yeah would be interesting to see that in motion  :)

Myself I havent had as much time to code the last couple days but what time I have had i decided to use looking over my opengl 3d engine i was building and trying to get a model loader going. After some tweaking to a loader zawran posted awhile back to work with .obj output from blender, I finally have models loading. At first there normals were all over the place but I then sussed part of what i was doing wrong and got the normals to look fairly good, still think it needs some tweaking or i need to code in some way to calculate the vertex normals myself (I can do surface but struggle on vertex normals so might post for some help there), only thing left to get working right is texture uv's which I have realized I need to store for the triangle since my verts can be used in more than one face, this however is going to require a big rewrite of how i am storing everything, so I might start on a brand new engine using what I have learnt to help me make a better one rather than try to mod this one.

couple shots, one of the monkey from blender and one of a sphere showing the normals are ok but the texture erm isnt  ;D
Title: Re: What are you working on at the moment?
Post by: TinDragon on April 29, 2011
Woot Little update. I recoded part of my engine and now have uv mapping working :D Of course it broke almost everything else but thats part of the fun  ;)

Title: Re: What are you working on at the moment?
Post by: Shockwave on April 29, 2011
Nice :)
Title: Re: What are you working on at the moment?
Post by: zawran on April 30, 2011
Really nice Jon, looks like your 3d engine is gaining momentum as far as features goes.
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 02, 2011
Messing around with some different blurrs..
Title: Re: What are you working on at the moment?
Post by: padman on May 02, 2011
I just created a mess...  I'll be damned if this isn't gonna win the wireframe challenge. In a more elaborated form of course...  ;D
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 02, 2011
Lots and lots of cubes :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 02, 2011
Lots and lots of cubes :)

I'd best come up with a different idea for the Competition now :(

Got something...
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 02, 2011
Less cubes? ;)
Title: Re: What are you working on at the moment?
Post by: padman on May 02, 2011
No worries, tbh I haven't gotten a good (complete) idea yet. This just happened more or less by accident during a quick brainfartingstorming session...  ;)
Title: Re: What are you working on at the moment?
Post by: hellfire on May 02, 2011
I just created a mess...
In the downsampled preview it looks very structured and interesting. Perlin would be proud of you :)
(http://www.dbfinteractive.com/forum/index.php?action=dlattach;topic=802.0;attach=6594;image)
Title: Re: What are you working on at the moment?
Post by: padman on May 02, 2011
Haha, thank you. Maybe I should submit that screencap as a wild entry...  8)
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 02, 2011
Got to be worth a try :)
Title: Re: What are you working on at the moment?
Post by: Clyde on May 05, 2011
@ All: FAB guys!
Nothing much to report this end.
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 05, 2011
I'm working on re-working my 4D Earth into a Wireframe comp entry.

It's descended from a wireframe test I made ages ago, but the end result isn't going to be a simple rotating wireframe globe.

The current 4D Earth (an unfinished project) isn't a wireframe program, so hopefully it qualifies.
Title: Re: What are you working on at the moment?
Post by: TinDragon on May 06, 2011
I am going to have a go at modeling a few items for my wireframe idea, tho I dont know if I will get them done in time as I am also learning how to use the modeller as well. But if not the concpet I have gone for will make a nice demo anyway so I will continue it into something bigger. Will think about posting some progress shots once i have something to post :D

I use to enjoy modelling back on the amiga with imagine, everything seemed so much simpler back then.
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 06, 2011
If I get time tomorrow I'll be starting mine too.

Just got to do a bit to the front page first to try and make it work properly in IE. :)
Title: Re: What are you working on at the moment?
Post by: Xetick on May 06, 2011
I was working on what I though was going to be an entry to the wireframe compo. Well it didn't end up that way but the effect is rather neat anyway.
Title: Re: What are you working on at the moment?
Post by: zawran on May 06, 2011
I am still trying to get my first Android game finished. Its been taking a bit longer than I had originally planned, but its not easy to know which roadblocks comes your way. I am now shooting for a deadline of late may early june. I really hope that the game turns out to be worth $.99 for enough people to make it worth my while. I also want to make something for the wireframe combo but I have not had that one brilliant idea yet, so we will see about that.
Title: Re: What are you working on at the moment?
Post by: benny! on May 06, 2011
@zawran:
Good luck with you Android game. What kind of game is it?

@Xetick:
Looking very interesting.
Title: Re: What are you working on at the moment?
Post by: zawran on May 06, 2011
Quote
Good luck with you Android game. What kind of game is it?

Thanks, its a match3 game, something similar to bejeweled. I have plans for two other games, but I want to see how this one goes before I decide if its the right thing to spend my time on, and I wanted to start with something that I knew how to make so that I could get something going fairly quickly.
Title: Re: What are you working on at the moment?
Post by: TinDragon on May 06, 2011
There's an early wip screenshot of zawrans game back on page 15, I dont think the android market is as big as say the iphone one yet so there's abit less competition so hopefully some money to be made by the indie dev's.
Wouldnt mind giving it ago myself but really need a couple devices to test on as the emulator in the sdk is tbh abit crap  ;D
Title: Re: What are you working on at the moment?
Post by: benny! on May 07, 2011
@TinDragon:
Thanks for reminding me of the screenshot.
Title: Re: What are you working on at the moment?
Post by: TinDragon on May 08, 2011
Well I got multi-texturing working in my opengl engine, but I need to have a look at the ways to do different blend modes with them to refine there usefulness, at the moment the second texture is acting as a detail texture, in this case bricks. The only issue I have is not being able to convert my surface mesh to a displaylist, they were fine before I added multi textures so I am guessing the issue lies with that, maybe displaylists dont support multi texturing I should find out :P

Title: Re: What are you working on at the moment?
Post by: WidowMaker [retired] on May 08, 2011
Cool monkey made out of bricks.. There's an original concept for a demo right there!
Title: Re: What are you working on at the moment?
Post by: benny! on May 08, 2011
Yeah, nice bricked monkey!
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 10, 2011
Cool monkey! I wish I could make 3D items beyond geometric shapes. Perhapes one day, with enough practise.
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 10, 2011
 ;)
Title: Re: What are you working on at the moment?
Post by: Xetick on May 10, 2011
Today I stumbled upon menger sponge fractals. Thought they where very complex to create but found a distance estimate algorithm for them and a few hours later I had a boxspong inside a spherespong. Its not exactly blazingly fast but runs at 30fps on my GeForce 460. So now I just need to make it pretty somehow and run faster...
Title: Re: What are you working on at the moment?
Post by: benny! on May 11, 2011
@Shocky:
I am wondering what this might be for ;-)

@Xetick:
Wow ... looks great. I love those fractals.
Title: Re: What are you working on at the moment?
Post by: Clyde on May 11, 2011
Because I've got to be more active for health reasons, I've not done a busting lot,  I don't think we released anything last year, which is a shame, these things happen I guess. However, I have a name and a theme. Let's see where it takes me!
Title: Re: What are you working on at the moment?
Post by: hellfire on May 11, 2011
No, this is not for the wireframe challenge but just a debug output of a 3d voronoi cluster.
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 12, 2011
It looks lovely!
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 12, 2011
I'm re-jigging my 3D wireframe Flash 8 engine to use cubes instead of spheres. Let's see how many cubes it can handle.
Title: Re: What are you working on at the moment?
Post by: benny! on May 12, 2011
@Hellfire:
Really lovely!
Title: Re: What are you working on at the moment?
Post by: Xetick on May 12, 2011
hellfire: Very nice. I was happy enough to get a 2d voronoi working myself. I though about a 3d one but figured it was rather complex to do. But yours is even good looking  :clap:
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 16, 2011
Starting to take shape now..  I suppose that most people can guess the effect from this :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 16, 2011
Is it a white hot metal effect?
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 16, 2011
It's wireframe with lots and lots of glow :)
Title: Re: What are you working on at the moment?
Post by: benny! on May 17, 2011
Yeah ... looking great. The screenshot/letters somehow remind me on this paranoimia cracktro:

[youtube]http://www.youtube.com/watch?v=dPkS_Aw7Z9Y[/youtube]
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 18, 2011
Yep, that's precisely the intro that inspired me, I tried to make something similar but different.. It will be finished soon - I'm hoping to grab some time between now and Saturday to do it.
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on May 19, 2011
I'm working with C++ SFML and OpenGL.
Rendering an 125000 wireframe cubes in real time.

Damn this is a fast combination. :stirrer:

You can test the Windows .exe for yourself if you like.
http://www.filedropper.com/release_3
Title: Re: What are you working on at the moment?
Post by: benny! on May 19, 2011
@PO:
Hehe, that are way too many wireframe cubes - looks like one solid cube ;-)

It does not run perfectly smooth though - but I have to admit that my current laptop relatively old and crappy!
Title: Re: What are you working on at the moment?
Post by: slinks on May 19, 2011
Is working on something sure to bring a smile to Pixel_Outlaw's face if no-one else's. Big question is, will it be finished in time...
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 19, 2011
Would love to see it but I can't download it from that awful file share site you've uploaded to - it comes down at 5kb/sec and stops at 800kb with a corrupted archive.

Could someone upload it as a post attachment please?

Cheers.
Title: Re: What are you working on at the moment?
Post by: benny! on May 19, 2011
Done!
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 19, 2011
Cool!  Considering that there must be about 1000000 vertices there it runs surprisingly well :)

Cheers for uploading this Benny!
Title: Re: What are you working on at the moment?
Post by: ferris on May 19, 2011
Unfortunately pretty slow here on a pretty nice machine. Looks cool, though :)
Title: Re: What are you working on at the moment?
Post by: padman on May 19, 2011
Cheers for the attachment benny, the dl didn't work for me either.

But I think my PC is too crap to run it properly... ;)
Title: Re: What are you working on at the moment?
Post by: bj on May 19, 2011
Just downloaded the Android Dev Kit and run the Hello World app. I fancy coding an Android version of my ZX Spectrum bridge game because the free bridge app with Android uses American bidding systems and I prefer to use British ACOL. If I have any coding questions, where should I put them up? The Java board has been archived . . .
Title: Re: What are you working on at the moment?
Post by: Shockwave on May 19, 2011
Good luck with it bj, just post your questions here ;

http://www.dbfinteractive.com/forum/index.php?board=16.0

Cheers :)
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on May 19, 2011

Yeah it is a stress test of sorts. Sorry about almost cooking various GPUs. I got a new Toshiba L675 and am stress testing the inbuilt GPU.

Getting back into the swing of things. I've been couped up with college.
I graduated with magna cum laude honors and now have time to get back to the heart of hobbiest coding, having fun with computers.
I like the new compo idea, nice to see all your shining... erm avatars again.

I SHOULD be working on my resume and applications right now but screw that I'm just going to have fun for a few days.

Here's to DBF (raises Diet Coke)! Cheers.
Title: Re: What are you working on at the moment?
Post by: Jim on May 19, 2011
Quote
I graduated with magna cum laude honors
Congratulations mate, that's brilliant news!

Jim
Title: Re: What are you working on at the moment?
Post by: hellfire on May 20, 2011
A bug.
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on May 20, 2011


Oooooh rainbow colored 3d Voronoi bubbles.  :D
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 20, 2011
Your apples are safe - my second entry looks something like this instead, as I have run out of time.

I just need to finish the scroller and add music now:
Title: Re: What are you working on at the moment?
Post by: Hotshot on May 22, 2011
I been working on somethings ;) and Finding the music that suit the demo :)
I going have few Tweak here and there and add the background then pretty ready to release it :)

Title: Re: What are you working on at the moment?
Post by: Shockwave on May 22, 2011
Good luck Hotshot! :)

It's about time you entered another challenge!
Title: Re: What are you working on at the moment?
Post by: spitfire on May 22, 2011
Studying my arse off for parallel programming exam on tuesday, then I'll get started working on the wireframe challenge :D ....unless I have to write scientific computing exam on 26th, but then I stall have at least 2 days to try and produce something. Maybe I should do it in processing... or maybe pure assembly! That might be interesting.
Title: Re: What are you working on at the moment?
Post by: benny! on May 22, 2011
Studying my arse off for parallel programming exam on tuesday, then I'll get started working on the wireframe challenge :D ....unless I have to write scientific computing exam on 26th, but then I stall have at least 2 days to try and produce something.

Good luck with the exam!

Maybe I should do it in processing... or maybe pure assembly! That might be interesting.

Yeah, a processing entry would rock. Did not know that you are into processing programming. Anyway, looking
forward to see your entry!
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 16, 2011
My re-working of the Barcode Battler (http://barcodebattler.co.uk) website is complete. There are some updates to do, but all of the old content has been ported into the new Ajax system with interactive features in Flash instead of JavaScript.
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 26, 2011
True motion blur..

Just testing at this stage :)
Title: Re: What are you working on at the moment?
Post by: Rbz on June 26, 2011
looking good mate!
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 26, 2011
Cheers mate - I am just playing around with it at the moment - it runs a little choppy as I'm doing it in software but I've thought of some ways of speeding it up. :)

Once i have the FPS up a bit I'll think of a better effect to show it off.
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 27, 2011
It looks smooth.

I'm still working out the new GUI on Flash Develop. I can use it for simple procedural graphics now, but not much else.

Until I can figure it out properly, I will continue to use Flash 8 so I can get my programs out on time.

Here's a picture of what I'm working on at the moment:
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 27, 2011
Is that what you get paid to make? :)

If so, fair play to you.
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 28, 2011
I'm not paid to make these, but the school uses them.
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 28, 2011
Then they should pay you!
Title: Re: What are you working on at the moment?
Post by: Hotshot on June 28, 2011
Quote
Then they should pay you!

I agree because you did all the work on making the software!
Title: Re: What are you working on at the moment?
Post by: Hotshot on June 28, 2011
I have made two demo of it and nothing new as it just redoing stuff that I have been doing :)

(http://www2.picturepush.com/photo/a/5988150/220/5988150.png)
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 29, 2011
I can't quite read the text at the top, but I like the font.

Then they should pay you!

I also agree, but for some reason I get taxed twice on any extra income I make, so I'm worse off if I get paid extra, even for overtime. It must be a mistake in my tax code or something.
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 02, 2011
Sobel Edge Detection filter.

Got it working, now I need to make it run fast!
Title: Re: What are you working on at the moment?
Post by: combatking0 on July 02, 2011
Groovy. Mine is a little more basic, but I'm still exploring the capabilities of the Flash bitmapData object.

Also, I'm not sucking my thumb in this picture - I'm propping my head up because it's quite late ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 02, 2011
That looks really cool tony!
Title: Re: What are you working on at the moment?
Post by: combatking0 on July 02, 2011
Thanks, the effect isn't live though, it just works on a snapshot.

I'll add other effects to the program this week.
Title: Re: What are you working on at the moment?
Post by: ferris on July 02, 2011
I decided to try my hand at some pixel art.. I think it went well; spent alot of time studying others' stuff, then chose a palette and ran with it.
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 03, 2011
Yep, it looks nice :)

Is there anything you can't do on a computer?
Title: Re: What are you working on at the moment?
Post by: ferris on July 03, 2011
Quote
Yep, it looks nice :)
Thanks! :)

Quote
Is there anything you can't do on a computer?
Bahaha. Not the first time I've heard that :P Actually there are quite a few, like 3D modelling.. I've tried many times, but I always fail. Guess some things just aren't meant to be, hehe.

By the way I really liked your sobel implementation; looked really smooth. Can't wait to see it in action :) .
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 03, 2011
Quote
By the way I really liked your sobel implementation; looked really smooth. Can't wait to see it in action

Thanks,  to be totally honest with you I found that when I've used the method on photos then it seems to be badly affected by noise.. I had to tweak the sensitivity of the routine to take the noise down to a low intensity and the amount of tweak needed varies a lot depending on the picture being scanned.

It won't matter in the demo because I'll be dealing with a clean image without noise.  If this was being used to process still images though I definitely think that a gausian  blur of the image before the sobel filter was applied would result in cleaner and better looking images.
Title: Re: What are you working on at the moment?
Post by: ferris on July 03, 2011
That makes perfect sense. Jpeg artifacts (and other noisy additions) would only become more noticable with proper sobel. If you want to continue with images, perhaps an adaptive blur would be best, similar to what FSAA does.
Title: Re: What are you working on at the moment?
Post by: combatking0 on July 09, 2011
I have been working on a website for my local Church:

http://woodlands.rcchurch.co.uk

The design isn't finished yet - it will change colour depending on the time of year, and create a  HTML menu for browsers without Flash when it is complete.

Hopefully the people in charge will be able to tell me what to write on it before they announce to the rest of the congregation that it's open.
Title: Re: What are you working on at the moment?
Post by: JL235 on July 10, 2011
I've been working on a raycasting demo/engine on my site, you can see it here (http://www.playmycode.com/play/game/joe/raycaster).

So far it has a raycasting engine, day/night system, a 'bobbing hand' to show player movement and canonical movement (single tile based movement) which is built on top of the standard 'Wolfenstein 3D' style raycasting movement.
Title: Re: What are you working on at the moment?
Post by: rain_storm on July 10, 2011
Looks the biz
Title: Re: What are you working on at the moment?
Post by: benny! on July 10, 2011
I've been working on a raycasting demo/engine on my site, you can see it here (http://www.playmycode.com/play/game/joe/raycaster).

So far it has a raycasting engine, day/night system, a 'bobbing hand' to show player movement and canonical movement (single tile based movement) which is built on top of the standard 'Wolfenstein 3D' style raycasting movement.

Sounds interesting ... when I try to run it, it says Project is broken ???
Title: Re: What are you working on at the moment?
Post by: JL235 on July 11, 2011
I've been working on a raycasting demo/engine on my site, you can see it here (http://www.playmycode.com/play/game/joe/raycaster).

So far it has a raycasting engine, day/night system, a 'bobbing hand' to show player movement and canonical movement (single tile based movement) which is built on top of the standard 'Wolfenstein 3D' style raycasting movement.

Sounds interesting ... when I try to run it, it says Project is broken ???
Which browser are you running? By any chance is it Safari?
Title: Re: What are you working on at the moment?
Post by: benny! on July 11, 2011
Hi,

no it was with Firefox5. I updated yesterday to Firefox6BETA and now it works. Maybe there was some issues with
the server or something like that, because I guess it would have run in FF5.0, too.

Nevertheless, the engine looks pretty cool considering that it is done in javascript using canvas, eh?

Keep it up.
Best,
benny!
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 11, 2011
That runs really well here (Firefox 5) good resolution and nice and smooth.

Good stuff!
Title: Re: What are you working on at the moment?
Post by: ferris on July 12, 2011
Yup, runs well!

Converting some pop melodies to SID for some 2AM chiptune practice :D
Title: Re: What are you working on at the moment?
Post by: JL235 on July 12, 2011
Yeah, it probably was the server then. It occasionally falls over for a minute or two after a request whilst it's downloading the game code, so we are planning to move to a better server in a few weeks.
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 20, 2011
Slowly making painful progress...
Title: Re: What are you working on at the moment?
Post by: Raizor on July 20, 2011
Slowly making painful progress...

Looks cool Shockwave! Does it run fast? I expect that edge detection is quite expensive in terms of processing. Looking forward to seeing the finished prod :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 20, 2011
Does it run fast? I expect that edge detection is quite expensive in terms of processing. Looking forward to seeing the finished prod :)

It's really expensive.. Actually I've had to restrict the resolution quite a lot and pad the screen with some other stuff.. But it's running at about 70fps on my computer so I'll be posting a youtube capture along with the binaries.

It's all delta timed though so it should be fairly acceptable on most computers.

This is the sort of thing that would have been better suited to shaders really, but I have neither the time or the skill :)
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on July 21, 2011

A* path finding.
I plan to make a procedural circuit board texture or two by tossing out clusters of solder points and letting path finding connect them.
Title: Re: What are you working on at the moment?
Post by: hellfire on August 26, 2011
(http://www.abload.de/img/audio7rd3.png)
Title: Re: What are you working on at the moment?
Post by: Raizor on August 27, 2011
(http://www.abload.de/img/audio7rd3.png)

Hmm, something to do with audio compression?
Title: Re: What are you working on at the moment?
Post by: va!n on August 28, 2011
@Raizor:
Yes it looks like that. Original Audio vs Vorbis (1:10 compression i think) vs amazing Wavelet result (1:20 compression?)

@Hellfire:
The graph / wavelet result looks really amazing to the original. Good luck
Title: Re: What are you working on at the moment?
Post by: Hotshot on September 05, 2011
I am coding Twister Demo but I dont know what put somethings in the middle of it...Maybe Credits Scrolling Screen or Type Writer Text  :-\
Title: Re: What are you working on at the moment?
Post by: Hotshot on September 05, 2011
I have manager put Typer writer in and all need is Add the music and the Twister Demo is Done  ;D
Title: Re: What are you working on at the moment?
Post by: Kirl on September 05, 2011
I am working on a modest but fun little demo to be released on 19 September!


Looking forward to Twister Hotshot!



Title: Re: What are you working on at the moment?
Post by: Shockwave on September 06, 2011
Sounds good ! 2 new demos :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on September 06, 2011
Version 1.3 of my Flash 8 Jukebox is just about ready. Just a little more testing is needed.

Then I've been asked to make some easy to edit games for work. Again in Flash 8:

Quack Man
Goose Invaders
Pond

As you may have guessed, there's a water-fowl theme.
Title: Re: What are you working on at the moment?
Post by: benny! on September 06, 2011
Currently I prototyping small game ideas using HTML5 and/or Actionscript3.0. Also keeping an eye on the upcoming flash player version (codename molehill).
Title: Re: What are you working on at the moment?
Post by: combatking0 on September 06, 2011
HTML5 is looking like a decent and inexpensive platform for demo and game development - I really need to learn this.
Title: Re: What are you working on at the moment?
Post by: benny! on September 06, 2011
HTML5 is looking like a decent and inexpensive platform for demo and game development - I really need to learn this.

HTML5 (just a buzzword actually) is really hype nowadays. There is a lot of high quality conferences (http://www.newgameconf.com/) about this topic. Big companies (even Adobe) are focussing on it. The idea behind it is cool - but current browser support is still not ready for productive use IMHO. Nevertheless, definately worth to keep an eye on.
Title: Re: What are you working on at the moment?
Post by: Kirl on September 06, 2011
Exactly what Benny said, plus it's sloooooooooooooooooooow...
I feel Apple is bullying us all into it.  :vangry:
Title: Re: What are you working on at the moment?
Post by: hellfire on October 05, 2011
I made some hacks to dosbox and captured a couple of classic dos demos which were only available in really bad quality (unless you own Mindcandy 1).
Since VGA runs at around 70fps but youtube only allows 30fps (and would require questionable conversion trickery), I decided to put them on capped:
Contrast by Oxygene (http://capped.tv/oxygene-contrast)
Inside by CNCD (http://capped.tv/carillon_cyberiad-inside)
Stars by Nooon (http://capped.tv/nooon-stars)
Dope by Complex (http://capped.tv/complex-dope)
Megablast by Orange (http://capped.tv/orange-megablast)
Stuff by Xtacy (http://capped.tv/xtacy-stuff)
Heartquake by Iguana (http://capped.tv/iguana-heartquake)
Title: Re: What are you working on at the moment?
Post by: Raizor on October 05, 2011
I made some hacks to dosbox and captured a couple of classic dos demos which were only available in really bad quality (unless you own Mindcandy 1).
Since VGA runs at around 70fps but youtube only allows 30fps (and would require questionable conversion trickery), I decided to put them on capped:
Contrast by Oxygene (http://capped.tv/oxygene-contrast)
Inside by CNCD (http://capped.tv/carillon_cyberiad-inside)
Stars by Nooon (http://capped.tv/nooon-stars)
Dope by Complex (http://capped.tv/complex-dope)

Great stuff Hellfire! I've been going through all the videos you've uploaded on capped as there are a lot I've not seen before.
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 05, 2011
K+ Hellfire, thanks for capturing those classics!
Title: Re: What are you working on at the moment?
Post by: ferris on October 06, 2011
K+ to Hellfire!

I've been doing some music for TRSAC :)
Title: Re: What are you working on at the moment?
Post by: benny! on October 07, 2011
K++ @Hellfire!
Title: Re: What are you working on at the moment?
Post by: Voltage on October 08, 2011
Nice one Hellfire.

I'm working on my 1st 4k. \o/

I've got a glsl window up with a 4kLang song playing... crinkled down to 3100 bytes so far.


Title: Re: What are you working on at the moment?
Post by: Shockwave on October 08, 2011
I'm working on wave surfing :)

Inspiration (http://www.dbfinteractive.com/forum/index.php?topic=5335.0)
Title: Re: What are you working on at the moment?
Post by: hellfire on October 08, 2011
I'm working on wave surfing :)

Inspiration (http://www.dbfinteractive.com/forum/index.php?topic=5335.0)
Picture or it didn't happen! ;)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 09, 2011
I'm working on wave surfing :)

Inspiration (http://www.dbfinteractive.com/forum/index.php?topic=5335.0)
Picture or it didn't happen! ;)

It's just a heightmap at the moment :)  I'll post something soon.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 09, 2011
I'm working on more educational software - if you see anything you like, feel free to download it, as I have given up on trying to get our school to sell them.

Schools Tools (http://barcodebattler.co.uk/SchoolsTools/)

Please let me know if you spot any errors.
Title: Re: What are you working on at the moment?
Post by: Kirl on October 10, 2011
Looking good CK0!

Instead of selling them directly you can try to implement ads in the swf's or on the page you linked. These also give you a very detailed breakdown of when/where and who are using these tools, which you can use to improve upon them.

Another suggestion I have is to provide a direct link to online versions of the programs. Downloadable standalone versions should IMO only serve as a last resort for those rare instances when people can't connect tot the www at their work place.

Title: Re: What are you working on at the moment?
Post by: combatking0 on October 10, 2011
Thanks, it shouldn't take long to set up online versions of each program, which I can use to track overall useage and popularity.

I'll look into putting ads into the online versions, with the downloads remaining Ad-free.
Title: Re: What are you working on at the moment?
Post by: Dark_Coder on October 14, 2011
writting an AmosPro compiler & have just started coding a remake of sanity's interference demo.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 15, 2011
I'm trying to develop a basic humanoid skeleton in 3D in Flash. It's getting there, and it just needs a bit of 3D trigonometry to get it working properly.

I'll put a SWF up on the internet when it is presentable.
Title: Re: What are you working on at the moment?
Post by: Xetick on October 15, 2011
A update to my website. Trying to figure out how to get uploaded scene version into the system so the approval system works while giving more control to the scene uploader.
A few new scenes to the visualizer to be released with the new website update. Combine a GPU mandelbrot generator with perlin noise and imagine what you get. If you can guess you get a cookie (as long as you go to the store and buy one).
A remake of the visualizers configuration and editor windows in WPF (since it doesn't seem to die in Windows 8 either).

I think that should cover the weekend.
Title: Re: What are you working on at the moment?
Post by: Raizor on October 15, 2011
A update to my website. Trying to figure out how to get uploaded scene version into the system so the approval system works while giving more control to the scene uploader.
A few new scenes to the visualizer to be released with the new website update. Combine a GPU mandelbrot generator with perlin noise and imagine what you get. If you can guess you get a cookie (as long as you go to the store and buy one).
A remake of the visualizers configuration and editor windows in WPF (since it doesn't seem to die in Windows 8 either).

I think that should cover the weekend.

Sound like a busy weeked Xetick! Good luck :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 15, 2011
I'm working on rendering a human in 3D in Flash8.

The basic skeletal joints are controllable procedurally, but not in the current GUI at runtime. The joint positions are currently set in the code, but I hope to remedy this soon.

If anyone wants the source code, either as a .fla or as plain text, please let me know. Here is a preview:

(edit)

I have now added a simple GUI which should enable you to adjust the joint angles at runtime.

I'll add more detail after the competition, but the basic ground work has been done.
Title: Re: What are you working on at the moment?
Post by: jace_stknights on October 22, 2011
Ahah I'm trying to make something for the PHENOMENA CHALLENGE! Dunno if I will be able to finish in time: I'm starting a complete demo from zero in OpenGl (first one also!)

By the way, thank you HellFire for the videos! Remember the good time  ;)
Title: Re: What are you working on at the moment?
Post by: ferris on October 22, 2011
(http://dl.dropbox.com/u/4646373/wip.png)

Little concept demo for TRSAC in the making :)
Title: Re: What are you working on at the moment?
Post by: Raizor on October 22, 2011
Looks cool Ferris! Can't wait to see it in motion :)
Title: Re: What are you working on at the moment?
Post by: Rbz on October 22, 2011
What Raizor said!  8)
Title: Re: What are you working on at the moment?
Post by: Raizor on October 22, 2011
Ahah I'm trying to make something for the PHENOMENA CHALLENGE! Dunno if I will be able to finish in time: I'm starting a complete demo from zero in OpenGl (first one also!)

By the way, thank you HellFire for the videos! Remember the good time  ;)

Good luck with the first OpenGL demo, I'm sure it will be cool :)
Title: Re: What are you working on at the moment?
Post by: ferris on October 23, 2011
http://pouet.net/prod.php?which=57928 In motion :)
Title: Re: What are you working on at the moment?
Post by: Shockwave on October 23, 2011
http://pouet.net/prod.php?which=57928 In motion :)

Nicely done but really short!
Title: Re: What are you working on at the moment?
Post by: Kirl on October 23, 2011
@ Ferris
I'll 2nd Schockwave, very short but very nice!
I've been thinking a long time about how to do the RGB color shifting distortion effect, my 1st attempts weren't very promising, can you give a bit of theory on that?

Good stuff! @ CK0 & jace_stknights as well! :)


I'm currently working on, and I'll be modest, the worlds most awesomest 2d Flash game engine EVER!  :updance:
Title: Re: What are you working on at the moment?
Post by: ferris on October 23, 2011
Quote
I've been thinking a long time about how to do the RGB color shifting distortion effect, my 1st attempts weren't very promising, can you give a bit of theory on that?

With shaders, it's really simple. Render to an offscreen buffer, then run a blitting pass where you do the distortion (and in this case other effects like color correction, grid overlay, etc too :) )

The code is this:
Code: [Select]
vec2 skew = vec2(pow(sin(sin(TexCoord.y * 6.0 + Time * .4) * 6.0), 3.0) * .03, 0) * Distortion;
vec4 tmp = texture2D(Tex, TexCoord + skew * .4);
vec4 c = vec4(texture2D(Tex, TexCoord + skew).r, tmp.g, tmp.b, 1) ...

So really it's just sinus play and two lookups into the offscreen render texture instead of one :) .

Now it's your turn, elaborate on your game :D
Title: Re: What are you working on at the moment?
Post by: Raizor on October 23, 2011
What Shockwave said :)
Title: Re: What are you working on at the moment?
Post by: Kirl on October 24, 2011
Thanks for the explanation, I'm particularly curious how the rgb offset is achieved. Do you extract the individual rgb values before blending them back together with distortion et all? How are they blended?

Now it's your turn, elaborate on your game :D
1000 words must suffice for now. I will provide you all with around 30 000 words per second soon. ;D
Title: Re: What are you working on at the moment?
Post by: ferris on October 24, 2011
Quote
Do you extract the individual rgb values before blending them back together with distortion et all? How are they blended?
Yeah; you can see that in the code I posted before:
Code: [Select]
vec4(texture2D(Tex, TexCoord + skew).r, tmp.g, tmp.b, 1)
It blends the skewed texture image's red component with the green and blue components from the non-skewed image (notice that these both come from the same texture; just different coord's).

If you look at the source more closely you'll also notice that I skewed both for more distortion in this case :)

Game's looking cool btw; I like the particle "blending" very much.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 28, 2011
I have partially converted StickMan2 into JavaScript using the Canvas.

It may not work under IE, but I have tested it under FF7. Chrome should also work, but I have not tested that.

I also need to convert the rotation select options into sliders for faster usability.
Title: Re: What are you working on at the moment?
Post by: benny! on October 28, 2011
I have partially converted StickMan2 into JavaScript using the Canvas.

It may not work under IE, but I have tested it under FF7. Chrome should also work, but I have not tested that.

I also need to convert the rotation select options into sliders for faster usability.

Runs good. Good work!
Title: Re: What are you working on at the moment?
Post by: Kirl on October 28, 2011
Looking good CK0, have you looked into Inverse Kinematics?

It's the preffered way of moving skeletal structures like that, it's particularly handy for simplifying posing and animating without having to rotate every joint by hand.


@Ferris
Thanks, I should've studied the code a bit more closely.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 28, 2011
I haven't heard of it until now, but I will research it now that you have mentioned it.

K++

(update)

I have built some basic sliders while I work on the Inverse Kinematics.
Title: Re: What are you working on at the moment?
Post by: benny! on November 07, 2011
Took a break from TinyC5 development and picked up some old js-code of mine. I try to re-use it in combination of TinyC5 and hopefully produce a small entry for the phenomena challenge. will see ...
Title: Re: What are you working on at the moment?
Post by: Shockwave on November 08, 2011
That sounds good Benny :)

Good luck!


Title: Re: What are you working on at the moment?
Post by: benny! on November 08, 2011
That sounds good Benny :)

Good luck!

Thanks, mate. My entry is nearly done. I just need to get audio playback working in IE9. Hopefully, it will be released this evening - will see!
Title: Re: What are you working on at the moment?
Post by: combatking0 on January 13, 2012
I've finally got my webcam barcode reader on its way to working properly :)

Next I need to make it read the data from the barcode.
Title: Re: What are you working on at the moment?
Post by: benny! on January 14, 2012
Wow ... great news, CK0! Congratz!  :clap:
Title: Re: What are you working on at the moment?
Post by: Kirl on January 17, 2012
My free form wall avoidance bot is doing pretty well, collision detection should solve the ocasional remaining errors. I am a bit worried about it becomming stuck in the deeper dead ends while trying to find a target on the other side. But for now I'm pretty pleased. :)

The green lines indicate the surface normal of the last potential collision point.
Title: Re: What are you working on at the moment?
Post by: combatking0 on January 17, 2012
@ Benny: Thanks, I've started a topic for this in projects. It's coming along nicely.

@ Kirl:  :o That's the sort of thing I can only dream of coding. One possible way to make it find its way out of long dead ends is to make it plot a series of points around pre-defined landmarks, but this may be a lazier version of the sort of AI you've developed so far.
Title: Re: What are you working on at the moment?
Post by: Kirl on January 17, 2012
Thanks CK! :)

As always, I'd be more then happy to explain the theory, or send you the source as long as you'll protect it with your life!

  :lurkzap:
Title: Re: What are you working on at the moment?
Post by: combatking0 on January 17, 2012
I fear that it would be so complicated my mind would implode ;)

I'll leave it with the master and gaze in awe when its finished.
Title: Re: What are you working on at the moment?
Post by: spathi on February 06, 2012
Working on kid's games. 

Boring as hell to write but it's a gig.
Title: Re: What are you working on at the moment?
Post by: combatking0 on February 06, 2012
Sounds like you've got your foot in the door of the games industry - keep at it and you'll be working on bigger projects.
Title: Re: What are you working on at the moment?
Post by: Kirl on February 07, 2012
Still beats writing spreadsheets spathi! :)


I tried some softbodies over the weekend, after a bunch of earlier failures I managed to make a decent start. Began with various primitive shapes but focussed on drawing blobs. I'm trying to draw a smooth outline through 8 points using bezier curves, but some pointy edges remain at the starts and ends. Any tips on how to minimise that?
 
Press space to toggle the point structure visibility. Currently all points spring to a certain distance of one another, I still want to implement min and max distance constraints and optimise/try various link structures.

http://kirl.nl/locoRocko.swf
Arrow keys to move
Click & Drag blob around
Click blob to split and eventually remove
Ctrl to add a blob, D to remove
Space to toggle link structure
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on February 07, 2012
Haha, fantastic!

K++
Title: Re: What are you working on at the moment?
Post by: ferris on February 07, 2012
Hahahaa Kirl that RULES :D
Title: Re: What are you working on at the moment?
Post by: Kirl on February 07, 2012
Thanks guys! :)
Title: Re: What are you working on at the moment?
Post by: benny! on February 07, 2012
 :clap: Great - pure fun to play with it!
Title: Re: What are you working on at the moment?
Post by: Raizor on February 07, 2012
Haha, that's great Kirl, and very cute :D
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 07, 2012
Nice one Kirl, that's really brilliant :)
Title: Re: What are you working on at the moment?
Post by: Rbz on February 07, 2012
Very cool Kirl  :)
Title: Re: What are you working on at the moment?
Post by: Kirl on February 07, 2012
Thanks all!  :cheers:
Title: Re: What are you working on at the moment?
Post by: combatking0 on February 07, 2012
It's a virtual stress ball :)
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on February 25, 2012
I'm trying to put some things together into one big library to see what I can do with it all, just got some fire going and applied it to a starfield.
Title: Re: What are you working on at the moment?
Post by: hellfire on February 25, 2012
Played a bit with Doob's GLSL sandbox (http://glsl.heroku.com/e#1761.2).
Title: Re: What are you working on at the moment?
Post by: benny! on February 26, 2012
Played a bit with Doob's GLSL sandbox (http://glsl.heroku.com/e#1761.2).

Hmm .. just shows a gradient grey background ...
Title: Re: What are you working on at the moment?
Post by: hellfire on February 26, 2012
Hmm .. just shows a gradient grey background ...
To be honest I've got no idea what the system requirements for webgl are.
I just adapted one of my shaders to fit the sandbox layout.
Strangely, after it was running fine in Chrome, it refused to work in Firefox until I removed one of the loops...
Did it show "compiled succesfully"  ?
Title: Re: What are you working on at the moment?
Post by: Raizor on February 26, 2012
It worked fine for me in Chrome when I looked at it. Very impressive, and runs nice and fast too.
Title: Re: What are you working on at the moment?
Post by: Shockwave on February 26, 2012
I got the same as Benny, strangely though your other example (http://glsl.heroku.com/e#1769.14) in the gallery worked.  I probably need to update Chrome.
Title: Re: What are you working on at the moment?
Post by: hellfire on February 26, 2012
strangely though your  other example (http://glsl.heroku.com/e#1769.14) in the gallery worked.
That's just a version of my entry edited by someone else.
Funny :)
Title: Re: What are you working on at the moment?
Post by: benny! on February 27, 2012
Strange, both are compiled successfully - but both versions show a grey gradient only. Seems like this the following line 155 is never true:

Code: [Select]
if (t < THRES)

Hmm ... did not understand this function anyway:

Code: [Select]
// find the nearest intersection point of the ray with the scene
float intersectScene(vec3 p, vec3 d)
{
   float t= THRES;
for (int i=0;i< BALLS; i++) {
t= intersectSphere(p, d, sphere[i], colors[i], t);
}     

   return t;
}

Seems like you return the intersectSphere value of the last ball anyway ... yawn... or maybe it is just too early for me ;-)
Title: Re: What are you working on at the moment?
Post by: hellfire on February 27, 2012
Hmm ... did not understand this function anyway:
Code: [Select]
// find the nearest intersection point of the ray with the scene
float intersectScene(vec3 p, vec3 d)
{
   float t= THRES;
for (int i=0;i< BALLS; i++) {
t= intersectSphere(p, d, sphere[i], colors[i], t);
}     

   return t;
}

Seems like you return the intersectSphere value of the last ball anyway ... yawn... or maybe it is just too early for me ;-)
6:23am is indeed very early :)
The ray parameter "t" (as in origin + t * direction) always contains the shortest distance to the yet intersected objects.
And it's fed back into the "intersectSphere" function to discard intersections that are further away.
So after the loop it contains the point on the ray which is closest to the camera (or "THRES" if nothing was hit).

As I had successfully tried this with different browsers, browser versions and OSes, it's probably just an ati vs nvidia thing again...

Title: Re: What are you working on at the moment?
Post by: benny! on February 27, 2012
@Hellfire:
Thanks for explaining that... I just tested the code on my  PC @ work (NVIDIA) and it works like a charme.

Well done! Looks pretty cool ... is this the first step for you doing some javascript stuff, too ;-)
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on February 27, 2012
Played a bit with Doob's image .



What a lovely set of balls. :xmas:
Title: Re: What are you working on at the moment?
Post by: ttemper on February 27, 2012
Slowly learning with a heap of help from you guys on here... just thought I'd post what I've got going on so far (It's basic). I have many many ideas to put into action still. Slowly but surely.

Attachment is UPX Packed.
Title: Re: What are you working on at the moment?
Post by: copse on February 28, 2012
About a month ago I wrote some OpenGL code to make a retro-flat-shaded game engine.  Next step is to upgrade the OpenGL to be shader-based, rather than the old-style.  Then to extend the functionality.
Title: Re: What are you working on at the moment?
Post by: benny! on February 28, 2012
Looking awesome, copse.

Reminds me a bit on the Amiga game called Virus/Zarch.

[youtube]http://www.youtube.com/watch?v=1S6GqqKgEIM[/youtube]
Title: Re: What are you working on at the moment?
Post by: ferris on February 28, 2012
(http://dl.dropbox.com/u/4646373/teehee.png)

A current WIP for a certain party in Easter. Gonna be an invite so I'll actually have to finish it this time too :P

There will also be a huge-ass Displayhack article on it after it's done describing workflow/custom tools/effect implementations/why it's going to be open-source :)
Title: Re: What are you working on at the moment?
Post by: Pixel_Outlaw on February 28, 2012
Looking awesome, copse.

Reminds me a bit on the Amiga game called Virus/Zarch.


That seems almost impossible to play with any accuracy. Amazing graphics though!
Title: Re: What are you working on at the moment?
Post by: Kirl on February 28, 2012
Had the same thoughts, looks really trippy with the small field of view!

Excellent and inspiring stuff all!  :clap:
Title: Re: What are you working on at the moment?
Post by: copse on February 28, 2012
Had the same thoughts, looks really trippy with the small field of view!
Yeah, the field of view is an interesting legacy from days of limited processing power I guess.  There's a nice remake of Virus available here (http://www.steviegoodwin.plus.com/) with Basic source, which has the option to switch cameras to and from the small field of view to other options.  The controls for Virus were too hard for me..
Title: Re: What are you working on at the moment?
Post by: Kirl on February 28, 2012
Excellent, thanks for the link copse, the game really rocks!  :updance:
Played it for a few mins but will defenatly revisit it. The controlls work much better then I had expected them to actually.

Are you going for something like this?
Title: Re: What are you working on at the moment?
Post by: copse on February 29, 2012
Are you going for something like this?
Only as inspiration in terms of the retro look.  Zeewolf (http://www.youtube.com/watch?v=Toz9ngqrhW8) is more of an inspiration to me than Virus/Zarch, even though I never played either.  Once I have it shader-based with shadows, I'll add some more game-like elements and then start experimenting with variations on the look.
Title: Re: What are you working on at the moment?
Post by: hellfire on March 14, 2012
Just some lines of code to chill out after work.
(http://h13.abload.de/img/cubej0eno.png)
(a marched cube with perturbed rays)
Title: Re: What are you working on at the moment?
Post by: Clyde on March 14, 2012
Wow!! :D
Title: Re: What are you working on at the moment?
Post by: Kirl on March 14, 2012
Awesome!  :updance:
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on March 14, 2012
Nice stuff.
Title: Re: What are you working on at the moment?
Post by: Raizor on March 15, 2012
That looks great Hellfire, would love to see it in motion :)

How exactly do you perturb a ray? I've never heard of doing that before.
Title: Re: What are you working on at the moment?
Post by: jace_stknights on March 15, 2012
marvellous!
Title: Re: What are you working on at the moment?
Post by: Jim on March 15, 2012
Quote
How exactly do you perturb a ray
Poke it with a stick.
Jim
Title: Re: What are you working on at the moment?
Post by: benny! on March 15, 2012
Kewl screeny Hellfire ... need to see this in motion, too!
Title: Re: What are you working on at the moment?
Post by: marlon on March 15, 2012
HellFire..  WOW!    :clap:
Title: Re: What are you working on at the moment?
Post by: hellfire on March 15, 2012
Kewl screeny Hellfire ... need to see this in motion, too!
Here you are:
[youtube]6lkHuxAwzhM[/youtube]

And another one using a torus instead of a cube:
[youtube]b8lvcd9KbTk[/youtube]
Title: Re: What are you working on at the moment?
Post by: Kirl on March 15, 2012
Youtube says video is private!  :protest:


[EDIT] Excellent stuff, would love to hear some theory on this one too. Is it done like your time challenge entry by rendering the cube at various timeframes?
Title: Re: What are you working on at the moment?
Post by: Dr.Death on March 15, 2012
Amazing hellfire  :updance:
Title: Re: What are you working on at the moment?
Post by: benny! on March 15, 2012
K++ for sharing video.

Honestly, this kind of stuff attracts me a lot. Cannot stop looking at the video. True computer art! Do you plan to do anything with the FX yet?

Anyway, great work - as always!
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on March 15, 2012
Cool stuff hellfire.
Title: Re: What are you working on at the moment?
Post by: hellfire on March 15, 2012
Quote from: benny!
Cannot stop looking at the video. True computer art!
Thanks :)

Quote from: benny!
Do you plan to do anything with the FX yet?
No, it was just for fun.
And most 4kb-intros are already full of this stuff since a couple of years :)

would love to hear some theory on this one too.
It's just raymarching a cube which twists around multiple axes.
Raymarching steps along a ray from the camera through each pixel of the screen and tries to find the intersection with the object.
In contrast to raytracing it doesn't compute the exact intersection point with any of those ray/something-intersection-formulars.
Instead it computes the minimum distance to the object at the current position and advances along the ray by this "safe" distance iteratively:
Code: [Select]
// the ray: pos + t * dir
vec3 pos= currentPixelOnScreen;
vec3 dir= normalize(pos - cameraPosition);
float t= 0.0;

vec3 curPos;
const float EPS = 0.01;
const float maxDistance= 10.0; // we certainly didn't hit a unit-cube when we are here.

for (int it=0; it < maximumIterations; it++)
{
    curPos= pos + dir * t;
    float dist= minimumDistanceToCube( curPos );

    // curPos is near enough to the cube?
    if ( abs( dist ) < EPS )
      break;

    // ray didn't hit anything?
    if ( t > maxDistance )
      break;

    // advance along ray
    t += dist;
}

if ( t < maxDistance )
  doSomeFancyShading( curPos );

And to find the minimum distance of a ray with an axis-aligned box at the center:
Code: [Select]
float minimumDistanceToCube( vec3 pos )
{
  // cube reaches from -1..+1 in all directions
  vec3 dist= abs( pos ) - vec3(1.0, 1.0, 1.0);

  // negative distances are inside the cube: clamp to 0
  dist= max( dist, 0.0 );

  // get maximum of dist.xyz
  return max( max(dist.x, dist.y), dist.z );
}
(so we're not rotating the cube but the camera)

To twist the cube around one axis you can simply rotate "pos".
"pos" always rotates around the cube's center (because it's at 0,0,0).
Code: [Select]
float minimumDistanceToTwistedCube(vec3 pos)
{
        // rotation angle according to "x"
        float rx= sin(pos.x + time)*scale;

        // 2d rotation matrix around x
vec3 tmp= pos;
float c = cos(rx);
float s = sin(rx);
        // pos.x keeps constant when rotating around the x axis
pos.y = c * tmp.y - s * tmp.z;
pos.z = s * tmp.y + c * tmp.z;

        // distance to center
vec3 dist= abs(pos) - vec3(1.0, 1.0, 1.0);

        // negative distances are inside the cube: clamp to 0
        dist= max( dist, 0.0 );

       // get euclidian distance to smooth distance at the edges
       // and use a much smaller step size to safely catch the twisted edges
       return length( dist ) * 0.2;
}

The version in the video just rotates around the x, y and z axis simultaneously.
Title: Re: What are you working on at the moment?
Post by: Raizor on March 15, 2012
Looks great in motion Hellfire!
Title: Re: What are you working on at the moment?
Post by: Voltage on March 15, 2012
Nice colour selection.  The reflections really add a lot to the effect too.

Looks amazing as usual hellfire.  Have you tried adding "blending"?  http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

This would look awesome blended with something.
Title: Re: What are you working on at the moment?
Post by: Kirl on March 16, 2012
Excellent, thanks for the mini-masterclass in awesomeness! 

2nd K+ from me today!  :buddies:
Title: Re: What are you working on at the moment?
Post by: Pot Noodle on March 20, 2012
Looks good enough to eat  :clap:
Title: Re: What are you working on at the moment?
Post by: axon on April 12, 2012

A current WIP for a certain party in Easter. Gonna be an invite so I'll actually have to finish it this time too :P

There will also be a huge-ass Displayhack article on it after it's done describing workflow/custom tools/effect implementations/why it's going to be open-source :)

looking forward to this...
Title: Re: What are you working on at the moment?
Post by: ferris on April 12, 2012
Thanks :) Yeah, couldn't enter at Revision due to some entry restrictions, but I'm shipping it to PixelJam tonight :)
Title: Re: What are you working on at the moment?
Post by: Raizor on April 13, 2012
Thanks :) Yeah, couldn't enter at Revision due to some entry restrictions, but I'm shipping it to PixelJam tonight :)

Looking forward to seeing it :)
Title: Re: What are you working on at the moment?
Post by: ferris on April 16, 2012
Pouet official (http://pouet.net/prod.php?which=59196) :P

Need to clean up a couple things; will be a final in a matter of days. Been thrashed with work lately so I haven't had the time to fix yet, but it's coming :P
Title: Re: What are you working on at the moment?
Post by: Raizor on April 16, 2012
Really cool Ferris! Loved the music. Congratulations on 2nd place.
Title: Re: What are you working on at the moment?
Post by: ferris on April 16, 2012
Thanks :)
Title: Re: What are you working on at the moment?
Post by: Kirl on April 16, 2012
Yeah, cool stuff Ferris! Barfman FTW!  :clap:

Should've worked the jelly twister into the vommit trail though!  ;)
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 26, 2012
I'm working on light sourcing in Flash...
Title: Re: What are you working on at the moment?
Post by: Raizor on April 26, 2012
Nice CK, that's looking cool :)
Title: Re: What are you working on at the moment?
Post by: benny! on April 27, 2012
Woaaahhhh ... looks cool, CK0!
Title: Re: What are you working on at the moment?
Post by: Kirl on April 27, 2012
Ditto that, looks cool and I know how hard it is to do properly shaded 3d in Flash. I'm not sure I even understand my own code all that well. Respect! :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 27, 2012
Thanks. I've looked back at the Yabasic code tutorials and taken it a bit further.

When the comp is over, I'll translate this into Yabasic (minus the sound controls), and everyone will be able to examine the source with relative ease.
Title: Re: What are you working on at the moment?
Post by: Canopy on April 27, 2012
About a month ago I wrote some OpenGL code to make a retro-flat-shaded game engine.  Next step is to upgrade the OpenGL to be shader-based, rather than the old-style.  Then to extend the functionality.

nice.. some of the stuff i want to do will eventually end up looking like that at first, he volume of data being pushed through will limit the definition/size of the data/squares
Title: Re: What are you working on at the moment?
Post by: Clyde on April 28, 2012
At the moment 1 + 1.
Title: Re: What are you working on at the moment?
Post by: Canopy on April 29, 2012

finally started actually doing something!

have installed vs2008, the mali opengl es simulator (which maps opengl es and egl calls through to opengl) and am starting by rewriting their cube sample from scratch 'my way' :bfuck1: to start building my engines codebase up before i start on other stuff

so i'm working on base code for my engine
Title: Re: What are you working on at the moment?
Post by: Kirl on April 29, 2012
Simple but sufficient AABB collisions.
Title: Re: What are you working on at the moment?
Post by: Pot Noodle on April 29, 2012
Still working on my XJ220 game  ;D
Title: Re: What are you working on at the moment?
Post by: copse on April 30, 2012
Contemplating a remake.  Here's some images I reconstituted from copperlists and sequential bitplane data.  If you can work out what the extra data that looks like it could be something in the second image is, you get a peanut.  If you remember seeing the production back in the day, then maybe you thought it was as cool as I did.

Title: Re: What are you working on at the moment?
Post by: JAC! on May 05, 2012
If you can work out what the extra data that looks like it could be something in the second image is, you get a peanut.
Don't know the production but I like peanuts and I'd say 4D 2E 4B 2E could be part of a samples section in MOD.
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 08, 2012
Just about got light sourcing down.
Title: Re: What are you working on at the moment?
Post by: benny! on May 09, 2012
Wow ... is this also done in Flash, CKO? Looks cool!
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 09, 2012
It's in flash. :D
Title: Re: What are you working on at the moment?
Post by: Canopy on May 12, 2012
not spent as much time as i'd have liked on the engine for my project

main issue i had was with tearing and after a bit of tinkering here n there with gfx card vbl setting and eglSwapInterval i knew what i had to do..

a quick 45 mins coding last night has left me with with delta timing that is also independent of refresh rate, and self adjusts delta time (up to a clamped point) if calc's/drawing take longer than desired.

happy bunny now, much more motivating when somethings not bugging you!
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 25, 2012
My first proper go at c#:

Unlike the Flash versions which came before it, you'll be able to load text files into it, encrypt them, and save the results. :o

That's what I call progress ;)
Title: Re: What are you working on at the moment?
Post by: Kirl on May 25, 2012
Cool stuff CK, how does C# compare to C++?

I've been reading and watching a lot about encryption and decryption the last few days after I found this: 10 biggest unsolved mysteries (http://www.mnn.com/lifestyle/arts-culture/photos/10-of-the-worlds-biggest-unsolved-mysteries/go-figure).


I'm not working on nothing atm, but I picked up Godel, Escher Bach again, it's awesome!  :)
(book is really falling apart now, it's in 2 parts)
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 25, 2012
It's a lot less code based (from the interface I'm working with), which takes a lot of the fun out of it, but if it's the future, then it's what I've got to learn so I can pass it onto the kids at work.

Many of the same principles and libraries apply, but I hear OpenGL isn't as easy to work with in C# as it is in C++. It's workable, but there's a lot more typing involved for some reason:
http://stackoverflow.com/questions/536065/using-opengl-with-c
But apparently there are frameworks designed to use the current OpenGL libraries with C# without the extra fuss.

Much of the design interface details are stored within .cs files, so it's possible to edit the layout in code (which comes in handy sometimes, as the Properties pane doesn't show some of the useful properties, such as event handlers).

It's a lot like Flash 8, but without the emphasis on graphics, and with more capital letters on the start of each built-in method  ;) And you can compile, which makes everything run faster when the project is finished.

The strict typing is tricky, but not difficult to get used to - Flash 8 didn't make a distinction between numerical types, and readily converted numbers to strings where needed, but C# inherits its type policy from C++, and if it makes things more efficient at runtime, then I'm willing to get used to it.

If you're used to C++, there's still plenty of life in the old language - it isn't dead yet. If you're new to programming, I'd recommend C#, as it's easier to use, and supports most of the same libraries quite readily, if my understanding is correct.
Title: Re: What are you working on at the moment?
Post by: Jim on May 25, 2012
Quote
Much of the design interface details are stored within .cs files, so it's possible to edit the layout in code (which comes in handy sometimes, as the Properties pane doesn't show some of the useful properties, such as event handlers).
The events are there - at the top the the properties window there's an icon with a lightning strike on it.  Click that for a list of events.  Double click the event and VS will write the function template for you to fill in.  For buttons you can just double click the button in the designer as a shortcut.

Quote
And you can compile, which makes everything run faster when the project is finished.
C# is like Java in that respect.  The compiler generates IL (intermediate language) and the IL runs on the .Net framework - that is where the compilation happens - a JIT (just in time) compiler steps in just before the IL needs to be executed and turns it into native code.  This is cool because it means the same C# program can run on many hardware platforms so long as .Net framework is available (it's available in more places than you think) and still take advantage of all that platform's features.

Quote
The strict typing is tricky, but not difficult to get used to
Very different from Flash indeed :).  I write C# code at work all day long.  Our web service and UI and pretty much everything else are built using it.  Millions and millions of lines of code in over 100 project.  It's a great language for that - robust and usable for massive reliable projects.  The type safety and memory manager are just a small part of what C# offers to an enterprise programmer.  If we'd built it in C++ it would have leaked memory like a sieve and have buffer overflows everywhere.  In C# it's hard to do that!
With an add-in like Jetbrains' Resharper it's very fast to code and fast to refactor - you can do cool things like rename a variable in a class and it will rewrite the rest of the code so it still works automatically.

Quote
If you're used to C++, there's still plenty of life in the old language - it isn't dead yet. If you're new to programming, I'd recommend C#, as it's easier to use, and supports most of the same libraries quite readily, if my understanding is correct.
If I needed absolute speed or I wanted control over the executable size or portability or I was targeting some environment without .Net I'd use C++.  If I was working in an embedded space I'd use C.
C# can use all Windows libraries via COM Interop, if there's no wrapper class available.

So, I'm a raving C# fan but I still use C and OpenGL for my demos...:)

Jim
Title: Re: What are you working on at the moment?
Post by: Blacksheep8Bit on May 26, 2012
I Am currently working in a demo (orly?) about pokemon, trying to remake goldenrod city + music in a 32/64kb demo :D
Title: Re: What are you working on at the moment?
Post by: TinDragon on May 26, 2012
Long time since I posted anything new, hadnt really done much but I recently picked up the ide after chatting with a few people. Dived into my old 3d engine I was making to see if I could get a working normalmap shader going to display there models. While it kinda works I cheated the light/tangent calcs so it can appear to flip the normals at certain light positions but it atleast did what I set out to do and got me back inside an ide :D

Pic and exe attached. Badly painted and modelled shoulder pad are also by me  ;D
Title: Re: What are you working on at the moment?
Post by: combatking0 on May 26, 2012
K++ Jim - I hadn't noticed the lightning symbol before. It's there in SharpDevelop too.
Title: Re: What are you working on at the moment?
Post by: TinDragon on June 01, 2012
Thread revival  :carrot:

Had an hour to spare so I had a go at modelling and texturing a object, settled on a sword. Texture needs some work but it's better than it started out :)
Title: Re: What are you working on at the moment?
Post by: egons on June 01, 2012
on metaballs and shaders :whisper:
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 01, 2012
Cool sword TinDragon. Hopefully I'll be able to make my first texture mapped demo soon.

I almost read meatballs there, egons - I must be hungry again. What's a metaball?
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 01, 2012
Hardware or software textures?

Looks good either way :)
Title: Re: What are you working on at the moment?
Post by: Kirl on June 02, 2012
Nice sword TinDragon!  :clap:

I've been working on some pretty neat moire effects, I was about to show it off but I just discovered a weird bug that only occurs in the browser...  :(
Title: Re: What are you working on at the moment?
Post by: Kirl on June 03, 2012
Fixed the bug! :)
I've been experimenting with moire patterns. Press Space to switch between 2 patterns and several sounds.
Alt to toggle the color overlay on/off to see the moire effect better.
http://kirl.nl/moireLiquid.swf
Title: Re: What are you working on at the moment?
Post by: benny! on June 03, 2012
Awesome, Kirl!
Title: Re: What are you working on at the moment?
Post by: Raizor on June 03, 2012
Nice one Kirl, very cool effect!
Title: Re: What are you working on at the moment?
Post by: Shockwave on June 03, 2012
Excellent effect!

I really think it goes well with those sound effects too :)
Title: Re: What are you working on at the moment?
Post by: Kirl on June 03, 2012
Thanks guys! :)
I just noticed some ocasional deformation spasms, probably because of how I fixed the bug. It didn't work the way it was supposed to, so I kind of hacked a quick fix.

Weird stuff though, it only ocurs in the online version, all is well on my HD...  :-\
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 03, 2012
Looks like the browser-plug-in Flash Player may be different to the non-browser Flash Player.

Nice effect though - I can only wonder how it was done. :o
Title: Re: What are you working on at the moment?
Post by: Kirl on June 03, 2012
Nice effect though - I can only wonder how it was done. :o
It's a really simple technique! Just two similar transparant patterns layed over eachother, when you move, rotate or deform (like in this case) one of them out of alignment with the other you get these really cool moire patterns (http://nl.wikipedia.org/wiki/Moir%C3%A9patroon). The colors (which you toggle with alt) is the actual map I use for deforming one of the pattern layers (using the alpha values).

There's still some forgotten functions left in there which reveal the setup. You can rotate a layer with the sideways arrows (up and down adjust the deform strength).
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 27, 2012
I'm working on a C# game involving jewels - here's an early alpha blending test:
Title: Re: What are you working on at the moment?
Post by: TinDragon on June 27, 2012
Nice looking gem, any hints on the type of game :D

I havent had much free time today, but made myself a new desktop background using blender, nothing to fancy just some dice. Was getting bored of the dwarf i had there before :P

might as well attach it as a pic  :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 27, 2012
It's a strategy / "board game" style game.

Cool looking dice - I'm not quite at that level yet.
Title: Re: What are you working on at the moment?
Post by: Raizor on June 27, 2012
Coming along nicely CK. That would look lovely with some reflection/refraction :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 27, 2012
I'm looking into reflection, but I didn't know OpenGL could do refraction. I need to do more research - in the meantime, I have upgraded the design to a "brilliant" cut:
Title: Re: What are you working on at the moment?
Post by: Jim on June 28, 2012
Reflection and refraction aren't 'built in' but there are lots of tricks to make things that look like that, including rendering the scene from different views and then using those outputs as textures with/without alpha in the main scene.

Jim
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 28, 2012
Cool tips Jim, they make sense. One day I'll be ready for graphical tricks like those. K++

I've managed to get the light source reflection working, and with the wireframe enabled, it looks close to what I want for this version.

Now to make it display a few hundred of them.
Title: Re: What are you working on at the moment?
Post by: Xetick on June 28, 2012
I'm working on a C# game involving jewels - here's an early alpha blending test:

Neat! I was working on a crystal when I noticed this old thread again. It's procedural. A proper cube map would however make mine a lot nicer. Ohh well. Now I just use the reflection vector in a perlin noise field.
Title: Re: What are you working on at the moment?
Post by: combatking0 on June 29, 2012
Now that's the sort of effect I'm aiming for - pearlin noise you say? I've got more research to do.

I've been wrestling with the lighting settings - maybe I've been going the wrong way about it.
Title: Re: What are you working on at the moment?
Post by: Xetick on June 29, 2012
The lightning is torrance sparrow but I would guess for such a flat surface a simple blinn-phong would do. Adding in the reflection vector to "something" helped quite a bit with the effect. Something in my case was a 3d noise since I have that at hand. It's just to break up the completely flat uniform look. If you want it to look better however I would say go with a cubemap since that would be the proper way.
Title: Re: What are you working on at the moment?
Post by: Xetick on July 06, 2012
Now that's the sort of effect I'm aiming for - pearlin noise you say? I've got more research to do.

I found some code that maps a reflection vector to a 2d texture. Seems quite ok in most cases so this allows you to skip the cubemap if your lucky and just use some diffuse texture for reflections instead of a perlin noise or a cubemap.

Code: [Select]
float3 reflectV = reflect(viewdir, normal);
float yaw = 0.5 - atan( reflectV.z, -reflectV.x ) / PI2;
float pitch = 0.5 - asin( reflectV.y ) / PI;
float2 lookup = float2( yaw, pitch);
Title: Re: What are you working on at the moment?
Post by: Shockwave on July 06, 2012
K+
Title: Re: What are you working on at the moment?
Post by: combatking0 on July 12, 2012
I'm still looking into Xetick's techniques for my gem game, but work has asked me to put together a semi-complicated texture map test - so here are the first results.

Demo and sources will follow in a dedicated topic soon:
Title: Re: What are you working on at the moment?
Post by: Raizor on July 12, 2012
I'm still looking into Xetick's techniques for my gem game, but work has asked me to put together a semi-complicated texture map test - so here are the first results.

Demo and sources will follow in a dedicated topic soon:

Looking cool CK. Have you had a change to look at lights in OpenGL yet? They really can bring a scene to life.
Title: Re: What are you working on at the moment?
Post by: Kirl on July 13, 2012
Looks great CK!  :clap:
Title: Re: What are you working on at the moment?
Post by: Xetick on July 14, 2012
Just completed some updated to my particle system and also found a rather simple shader to generate a classic 'star' shader particle.
Uses air damping, noise based flow field, glow, FXAA and no textures

[youtube]saDl6ayAXEs[/youtube]

Title: Re: What are you working on at the moment?
Post by: Raizor on July 14, 2012
Looks very nice Xetick. Curious to know how many particles there are in that vid and what the maximum is.
Title: Re: What are you working on at the moment?
Post by: Xetick on July 14, 2012
Looks very nice Xetick. Curious to know how many particles there are in that vid and what the maximum is.

Thanks. In that video there are about 400 alive at any time. Max with that exact scene seems to be around 30000 while still being over 60Hz. The noise field that is being evaluated for every particle does use some cpu.
Title: Re: What are you working on at the moment?
Post by: Raizor on July 14, 2012
Cool. Thanks Xetick :)
Title: Re: What are you working on at the moment?
Post by: Kirl on July 15, 2012
Excellent!  :clap:
Title: Re: What are you working on at the moment?
Post by: Raizor on July 15, 2012
I came across this (http://blog.soulwire.co.uk/laboratory/flash/perlin-noise-flow-field) just now when looking for info on noise fields. I've never heard of this before; looks very interesting.

Xetick, do you need to recalculate the noise field each frame?
Title: Re: What are you working on at the moment?
Post by: Xetick on July 15, 2012
I came across this (http://blog.soulwire.co.uk/laboratory/flash/perlin-noise-flow-field) just now when looking for info on noise fields. I've never heard of this before; looks very interesting.

Noise fields are really rewarding to add to a particle system since you get the effect of fluid/air dynamic for a fraction of the cost and you can move though the flow field as you see fit. Both forward and backwards in time.

Xetick, do you need to recalculate the noise field each frame?

Not really. But if you do you can simulate wind/turbulence.  If that is noticeable at all depends on the amount of particles. If you inject a lot in a static noise field you will clearly see pathsforms.

Worth noting is that in the post they use a single noise value and transform that into an angle. I found such a system complicated to control in a good way, at least in 3d. Part of the problem is that you put limits of how the particle is allowed to change its velocity. For example to be able to rotate from 359 deg to 0 deg you would have to rotate 'all the way back' or have a 'speed' of over 1.0.
My system gets 3 independent 3d noisefield values. It's a bit more to compute but you can easily control each axis by itself.

Title: Re: What are you working on at the moment?
Post by: Kirl on July 15, 2012
I've seen something similar a while ago and forgot all about it, it's a great idea! Haven't done much coding lately but one of the last things I worked on was particles too and this will be fun to try.

Thanks for posting Raizor (and Xetick)!  :cheers:
Title: Re: What are you working on at the moment?
Post by: Raizor on July 15, 2012
I've seen something similar a while ago and forgot all about it, it's a great idea! Haven't done much coding lately but one of the last things I worked on was particles too and this will be fun to try.

Thanks for posting Raizor (and Xetick)!  :cheers:

Yeah, it looks really cool. I think I'll try something like this for my Sundown intro :)
Title: Re: What are you working on at the moment?
Post by: Kirl on July 15, 2012
So I finally swallowed my pride and installed Flash CS5 to look into AS3, it's about time I guess...
I'm interested in publishing stuff for mobiles too.

I've got nothing interesting to show though, you'll just have have to take my word for it. :)


Can't wait to see what you come up with Raizor!
Title: Re: What are you working on at the moment?
Post by: Raizor on July 16, 2012
Can't wait to see what you come up with Raizor!

Nothing like a bit of pressure Kirl ;) hehe
Title: Re: What are you working on at the moment?
Post by: Raizor on July 21, 2012
Just completed some updated to my particle system and also found a rather simple shader to generate a classic 'star' shader particle.
Uses air damping, noise based flow field, glow, FXAA and no textures

Xetick, did you find a shader that already did all this or just a start particle shader that you added to? Would it be possible to have a link to the one you found please so I can have a look at the code please?
Title: Re: What are you working on at the moment?
Post by: Xetick on July 22, 2012
Xetick, did you find a shader that already did all this or just a start particle shader that you added to? Would it be possible to have a link to the one you found please so I can have a look at the code please?

The shader just creates the star texture pattern and by "found" I mean I found it when trying to create it so no link. But the shader is rather simple.

Code: [Select]
float2 p2 = -1.0 + 2.0 * pi.tex, p;

// Rotate
float r = time;
p.x = p2.x*cos(r) - p2.y*sin(r);
p.y = p2.x*sin(r) + p2.y*cos(r);

// Create a star pattern
float4 c;
c.rgb = pi.diffuse.rgb*(1-saturate(pow(abs(p.x)*10*abs(p.y),0.5)))*(1-length(p))+(1-length(p))*0.2*(1-pi.diffuse.a);
c.a = 1;

The rest is a normal CPU based particle system and the glow and FXAA are post processing effects.


Title: Re: What are you working on at the moment?
Post by: Raizor on July 22, 2012
Thanks Xetick :)
Title: Re: What are you working on at the moment?
Post by: Rbz on July 27, 2012
Working on tiny FMSynth using VST SDK, finally :)
Title: Re: What are you working on at the moment?
Post by: Vordux on August 02, 2012
In the day: Just finished a scene event manager, actor manager and animation manager for a flash game my company is working on, currently I am working on the AI and getting them to respond to player-activated events and act accordingly; getting the player mechanics to work fluidly with the animations.

In the evening: Opengl 4.0/glsl research.
Title: Re: What are you working on at the moment?
Post by: Xetick on August 02, 2012
Last few days I have been trying to get a version of the Gpu Gem's atmosphere rendering to work. The idea was to create something like the Earth screensaver that exists on Playstation 3. As usual with these algorithms so isn't it a real problem to get the shaders to work. The problem is that you probably dont know they work since you set one parameter wrong and it looks like crap. For example the GPU gems version must be that exact size of planet. Any other ratio and the algorithm breaks down since he made it only for a earth like planet.

Title: Re: What are you working on at the moment?
Post by: Raizor on August 02, 2012
That looks bloody lovely Xetick! Just like a photo :)
Title: Re: What are you working on at the moment?
Post by: Kirl on August 02, 2012
Looks really awesome Xetick!  :clap:
Title: Re: What are you working on at the moment?
Post by: Rbz on August 05, 2012
Working on tiny FMSynth using VST SDK, finally :)
I think it's done (hopefully). :)

Here some examples:
http://www.rbraz.com/temp/Codigos_FmSynth_examples.rar
(Using 4klang example songs, just changed it's instruments.)

Title: Re: What are you working on at the moment?
Post by: Raizor on August 05, 2012
That's sounding pretty cool rbz :)

Is it a small synth aimed at 4k intros or something bigger?
Title: Re: What are you working on at the moment?
Post by: Rbz on August 05, 2012
Thanks :)

It's aimed for 4k intros, I don't dare to make anything bigger than this without a good musician to help me.  :)

Btw, thank you for not giving up your synth project, it inspired me to keep going with my little synth and fix it's bugs.
Title: Re: What are you working on at the moment?
Post by: Raizor on August 05, 2012
Thanks :)

It's aimed for 4k intros, I don't dare to make anything bigger than this without a good musician to help me.  :)

Btw, thank you for not giving up your synth project, it inspired me to keep going with my little synth and fix it's bugs.

Cool :)

Glad you've continued with it, not sure I can really take much credit for that though, hehe.  If you ever decide to make a GUI for this, you're more then welcome to my code if it would be any use. The actual GUI and GUI logic in mine are all C# and I've made a few custom controls for knobs and sliders which you should be able to re-use quite easily/quickly.

Another question if I may? Are you precalcing the music or generating in realtime? 

Title: Re: What are you working on at the moment?
Post by: Rbz on August 05, 2012
That built in renoise gui is so easy to use that I don't know if it's necessary to make another one, btw thanks for the offer and if I ever change my mind I'll let you know. :)

All sound is generated in realtime, both songs use about 6% of renoise cpu (6 tracks / 6 oscillators).

[edit]
If you mean the music in intro version, probably I'll be precalcing, much easier and tiny to do that way.
Title: Re: What are you working on at the moment?
Post by: Vordux on August 28, 2012
Just finished my crappy Lundum Dare #24 entry. Some huge issues relating to the camera and I didn't create any indication for what number each continent was, so it is hard to navigate at times.
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15280

When is the next demo coding compo on dbf?
Title: Re: What are you working on at the moment?
Post by: Clyde on September 21, 2012

Looking and Sounding Cool everyone!! :)


Sounding great Rbz! :D

That looks really clever and cool Vordux!

It's a shame I can't run a lot of stuff as it uses geometry shaders.
I've tried upgrading my PC to more recent models, but they run to hot in my machine. When I win the lottery am definatly investing.

Gravity is working on stuff - even though haven't been active much at all. I've had to put coding and learning on hold through most of the year as I've had Uncle duties to attend to, and my back doesn't do me any favours either.

Hope you guys and girls are all OK, and looking forward to seeing some new productions.

Cheers!!
Title: Re: What are you working on at the moment?
Post by: Vordux on September 23, 2012
Appreciated Clyde, it was great fun to make it. My house mate and fellow programmer made one of the entries(V.E.N.A) for the GBA, he has all his library source code up and it's pretty well put together; a good read.

Looking forward to seeing your new production and work, I am always excited to see new material!

I am working with Opengl 4.3, specifically putting a math library together, I don't know where I am taking this project, but I'll keep working on it and implementing features.

My Amiga 1200HD is getting setup, currently getting a composite - VGA adapter, be nice to go back to my childhood again!
Title: Re: What are you working on at the moment?
Post by: Kirl on September 26, 2012
Very cool stuff rbz, lovely example tunes too!  :clap:

@ Vordux
Pics look really interesting but I couldn't run the file because d3dx10_43.dll was missing. :(


I'm playing around with flowfields as mentioned on the previous page. Trying to turn images into a nice whispy cloud of particles and it's working quite well. It's great for faking fast and convincing fluid dynamics (and much easier then the impossible Navier-Stokes equations which I still refuse to give up on :D).

Attached a pic of earth being demolished several times and tracing the particle paths. And a bunch of generated cables which remind me of those tentacled thingies from the Matrix.
Title: Re: What are you working on at the moment?
Post by: Raizor on September 26, 2012
Those look great Kirl. Are the done in Flash?
Title: Re: What are you working on at the moment?
Post by: Kirl on September 26, 2012
It's Flash, so the number of particles can never be enough, but it's interesting to see how close I can get to dust while keeping a decent fps. Got a bunch of interesting ideas too.
Thanks for reminding me of this technique, got me coding again!  :cheers:
Title: Re: What are you working on at the moment?
Post by: Raizor on September 26, 2012
It's Flash, so the number of particles can never be enough, but it's interesting to see how close I can get to dust while keeping a decent fps. Got a bunch of interesting ideas too.
Thanks for reminding me of this technique, got me coding again!  :cheers:

:D Good stuff. Looking forward to seeing it moving and flowing. Working on something like that myself atm. Hopefully it will look as nice as yours!
Title: Re: What are you working on at the moment?
Post by: jace_stknights on September 27, 2012
Marvellous! could be very nice moving on screen :D

For myself, I'm actually trying to finish 2 unreleased demos made in 1990-1992 on Atari ST/E. I've found some source code on my old disk (there are still plenty of code  :D). The major problem is about the source code: the final versions are corrupted (hey the 3.5 disk are 20 years old) and I have to recode some parts... cool to make 68k in 2012!!!

The FUZION intro got a scrolltext in full overcan at left-right-botton and the sprite rout is not as fast I can make it now (but it is supposed to be the original intro :P, so no code generating rout  ;D). There is still about 25% cpu left (mainly in the overscan rout, I have to fill the nops), it was to display the "game menu selection".
The STK intro has got a very poor story: it was one of the very first Atari STE demo in the time, made for the PHALEON Giga Demo (http://www.pouet.net/prod.php?which=496). But it has been censored by a member of Next, the crew who initiated the project. He wanted no other STE demo except his... son of bitch! The intro use blitter for all, and still got 50% of cpu left, after the parallax, the soundtracker (on ste you have to mix, etc, the sample, there is only ONE stéreo buffer for playing sound). Got also a low overscan. The final version was displaying sprites also, but I wasn't able to get the pic files working...

Why? for the No-Extra unreleased intros compil (#1 (http://www.pouet.net/prod.php?which=49308), #2 (http://www.pouet.net/prod.php?which=58562), #3 (http://www.pouet.net/prod.php?which=59235))!
Title: Re: What are you working on at the moment?
Post by: Raizor on September 27, 2012
Cool stuff Jace. It's always lovely to find old stuff you made from years ago. I look forward to seeing the finished demos :)

After some messages with Hellfire, I'm trying to make my Sundowner intro as small as possible for a challenge. I've already got it down from 130KB to ~50KB. I'm hoping to shave some more bytes and hit my target of 40KB. Considering the included graphics, this is going to be tricky! Hellfire gave me some good suggestions though, which I can hopefully use. I can see how sizecoding can become quite addictive - hehe.
Title: Re: What are you working on at the moment?
Post by: Kirl on September 27, 2012
Commendable work gentlemen, enjoy reading about your endeavours!  :cheers:

I've been working on this little particle test to play around with various settings. There's a number of sloppy errors which I'll leave for another day; The function that decides if a tile should be drawn isn't very acurate and seams show when scaling the particles down (can be solved by letting all particles flow out of the screen).

http://kirl.nl/flowfield.swf
Click to change between image and particles
Ctrl to toggle noise map visibility
Up/Down arrows to scale noise
Left/Right arrows to change particle size
Space to toggle particle tracing.
Title: Re: What are you working on at the moment?
Post by: jace_stknights on September 27, 2012
This reminds me the time we were making boot sector intro: only 384 bytes to make an effect!

I should really begin to try to make some nowadays stuff  ::)
Title: Re: What are you working on at the moment?
Post by: Raizor on September 27, 2012
Looking nice Kirl :)

Slows down quite a bit for me if I increase the particle size/count. I guess that's overheads from Flash. I like it when you change the image and the particles reform the new image - looks neat!
Title: Re: What are you working on at the moment?
Post by: jace_stknights on September 28, 2012
Great Kirl, runs really fast here!
Title: Re: What are you working on at the moment?
Post by: benny! on September 28, 2012
@Jace: Screenies are looking great, mate!

@Kirl: Groovy stuff!
Title: Re: What are you working on at the moment?
Post by: Kirl on October 01, 2012
A little drawing toy I wrote on the ipad converted to Flash (still playing with flowfields :)). You can find the commented Lua code here (http://www.dbfinteractive.com/forum/index.php?topic=5765.msg77517;topicseen#new). I actually prefer the ipad version for the multi touch and easy parameter controls.

http://kirl.nl/liquidLines.swf
Click and hold anywhere
Space toggles blend mode and screen fade.
Ctrl toggles noisemap visibility
Up/Down scales the noisemap/curliness
Title: Re: What are you working on at the moment?
Post by: Rbz on October 04, 2012
Pretty nice effect Kirl, can you provide a link for this flowfield technique plz.
Title: Re: What are you working on at the moment?
Post by: Kirl on October 04, 2012
http://blog.soulwire.co.uk/laboratory/flash/perlin-noise-flow-field <- Thanx to Raizor for posting!  :cheers:

Would love to see you come up with rbz!
Title: Re: What are you working on at the moment?
Post by: C3lt1c on October 04, 2012
Nice Effect Kirl  :kewl:
Title: Re: What are you working on at the moment?
Post by: Raizor on October 04, 2012
http://blog.soulwire.co.uk/laboratory/flash/perlin-noise-flow-field <- Thanx to Raizor for posting!  :cheers:

Would love to see you come up with rbz!

rbz this may be of use too: http://prideout.net/blog/?p=63 (http://prideout.net/blog/?p=63)
Title: Re: What are you working on at the moment?
Post by: Rbz on October 05, 2012
Thanks Kirl & Raizor, I hope I can find some free time this weekend to mess with it.  8)
Title: Re: What are you working on at the moment?
Post by: Vordux on October 07, 2012
Incredible stuff.
Title: Re: What are you working on at the moment?
Post by: Blacksheep8Bit on October 08, 2012
I am working in my own 1-bit, 2-bit and 8-bit tracker, so i can make the smallest modular music format possible, giving the possibility of using chiptunes in 4k demos possible. Arpeggio, here we go!
Title: Re: What are you working on at the moment?
Post by: C3lt1c on October 08, 2012
I am working on a old unfinished cracktro...
The problem is i need a walking Reaper-Figure-Animation, but i am bad in GFXing :(
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 22, 2012
A quick test of 320 cubes for the latest comp - but at 5fps in Flash, I'll have to convert it to Ogl for the release...

I plan to use them as a low-res display.
Title: Re: What are you working on at the moment?
Post by: mrmudlord on October 23, 2012
A intro for a demoparty.
Title: Re: What are you working on at the moment?
Post by: Optimus on October 23, 2012
So many things I want to start working on (DBF compo entry, GP2X demo, Spectrum tiny entries, android entry for Ludum dare) and haven't..

Last month I was working on something more interesting though, a good triangle/polygon rasterizer for Amstrad CPC. Nice code so far, lot's of effort, but a fairly big 2d rotating pentagon in  160*200 resolution, so far around 3-4VBLs. Can be optimized a little more and maybe do 2-3VBLs. My rasterizer uses an easier way to draw polygons, that can also draw n-gons without having to split the geometry into triangles (but it only works for flat polygons as I've found out). I even tried to implement a gouraud shader too (something I have not seen on a CPC demo before and is my dream) which semi-works on PC simulation code and is screwed totally on CPC so far (and slow 8VBL). I still have ideas to optimize and will make appearance on our entry for 30 years CPC megademo in 2014.
Title: Re: What are you working on at the moment?
Post by: Clyde on October 23, 2012

That sounds great Optimus!! Did you help out with the Batman Demo?

What ever happened to the dude behind: http://aapproj.phatcode.net/fbgfx/index.html (http://aapproj.phatcode.net/fbgfx/index.html)
Title: Re: What are you working on at the moment?
Post by: mazemaker on October 23, 2012

I'm working on a new maze.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 23, 2012
JavaScript has a decent framerate - don't view this under IE though.
Title: Re: What are you working on at the moment?
Post by: mazemaker on October 23, 2012
JavaScript has a decent framerate - don't view this under IE though.

Do you really have to use 'new Array' so often? Is there not syntax for a literal array? I think you could have done this:

Code: [Select]
var corners = [ [1,1,1], [1,1,-1], [1,-1,-1], [1,-1,1], [-1,1,1], [-1,1,-1], [-1,-1,-1], [-1,-1,1] ];
Title: Re: What are you working on at the moment?
Post by: Kirl on October 23, 2012
Awesome CK and cool Flash/js canvas comparison!  Always interesting to compare programs in multiple languages. Would be cool to see the Ogl one for completeness :clap:

Looking forward to your entry!
Title: Re: What are you working on at the moment?
Post by: Clyde on October 23, 2012
If I can get the lighting bug worked out in time, hopefully a small thing for Spookyness.
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 23, 2012
JavaScript has a decent framerate - don't view this under IE though.

Do you really have to use 'new Array' so often? Is there not syntax for a literal array? I think you could have done this:

Code: [Select]
var corners = [ [1,1,1], [1,1,-1], [1,-1,-1], [1,-1,1], [-1,1,1], [-1,1,-1], [-1,-1,-1], [-1,-1,1] ];

I'll try that - your suggestion works under actionscript, but I changed it to the current setup while trying to make it work for JS. Something else was probably broken, so I'll try changing it back.

(edit) Great suggestion MazeMaker - I've changed everything over, and it works. K++

Awesome CK and cool Flash/js canvas comparison!  Always interesting to compare programs in multiple languages. Would be cool to see the Ogl one for completeness :clap:

Looking forward to your entry!

Thanks Kirl, here's a preview, now that I've got some image data. Can you guess what it is yet?
Title: Re: What are you working on at the moment?
Post by: Clyde on October 23, 2012
Cool, nice Turnip. :)
Title: Re: What are you working on at the moment?
Post by: Kirl on October 23, 2012
Haha, clearly a turnip, looking really cool!  :clap:
Title: Re: What are you working on at the moment?
Post by: combatking0 on October 24, 2012
Turnips - the spookiest, most deadly vegitable on the planet. ;)
Title: Re: What are you working on at the moment?
Post by: benny! on October 24, 2012
Works great here CK0 ... looking forward to see final production!
Title: Re: What are you working on at the moment?
Post by: Knurz on October 26, 2012
Hi Guys!

Just wanted to say hello and report what I've done the last few weeks (this maybe sound a bit nerdy  ;D ).

I've a movie and TV collection with about 5000 files containing it, and a hardware Mediaplayer to render this stuff to tv.
After a while it was nearly impossible to browse my collection, just imagine you want to watch a movie starting with letter "J"..it was really annoying.

So I installed a Manger for this called "yamj" (Yet another movie jukebox), which downloads information, posters from the net and stores the information in several XML Files. A nice solution, but not nice enough for a lazy person like me :). This brought me to the next step: Making a website, containing my movies and TV Shows. This was done really fast using a template system and PHP/MySQL.

But I missed something... I was not really happy that I can browse my stuff on the web, but I was just not able to start a video from my webpage. This "evolved" to the next level: Add a function to the page which uses UPnP to tell the Mediaplayer to play file X. After a while of browsing the net I found the theory how to do it but I didn't found a program which was able to play a file, only using the commandline. So I did this too (and UPnP is a very annoying protocol...).

I packaged this stuff and uploaded it to a GIT repository: https://github.com/theknurz/yamj-ro-suite

If you have readed this.. I warned you..it's a bit nerdy  ;D

BTW, nice competition again, if I find time, I'll distribute something :).

Byebye
Title: Re: What are you working on at the moment?
Post by: benny! on October 26, 2012
hehe ... hey knurz ... that sounds cool and nerdy at the same time.

Thanks for sharing your results.
Title: Re: What are you working on at the moment?
Post by: Optimus on October 29, 2012

That sounds great Optimus!! Did you help out with the Batman Demo?

What ever happened to the dude behind: http://aapproj.phatcode.net/fbgfx/index.html (http://aapproj.phatcode.net/fbgfx/index.html)

Well, I just helped finding a musician for the Batman Demo.
Yes, AAP was a very funny fellow with his extraordinary reviews and I also miss the new freebasic demo additions at his site.

Good news, I started yesterday with my DBF entry and it's turning quite nice and funny in one day already. And I think I will not be in a hurry with the release this time, and I will add as much additional stuff in the next days.
Title: Re: What are you working on at the moment?
Post by: combatking0 on November 10, 2012
One of my more religious projects - when I've finished it, it will display one object to start with at the beginning of Advent, and build up to Christmas.

The strange thing is, I've never been able to draw this well before. I think I have passed some sort of mental barrier.
Title: Re: What are you working on at the moment?
Post by: Hotshot on November 11, 2012
Interesting one there combatking0 :)
Title: Re: What are you working on at the moment?
Post by: combatking0 on November 14, 2012
Thanks Hotshot. It's not really a demo, more of a month-long art project. I'm having some difficulty with the donkey...
Title: Re: What are you working on at the moment?
Post by: Knurz on November 14, 2012
After finishing the movie-database-project I got bored again and started last Friday something - I don't know what it will look when it's done..but I wanted to render something different than 2D/cubes and I wanted to explore OGL a little bit deeper than in my previous codes.. But it will have a "cracktro" style (again), aimed size is under 40k.

Cu.


Title: Re: What are you working on at the moment?
Post by: Raizor on November 14, 2012
After finishing the movie-database-project I got bored again and started last Friday something - I don't know what it will look when it's done..but I wanted to render something different than 2D/cubes and I wanted to explore OGL a little bit deeper than in my previous codes.. But it will have a "cracktro" style (again), aimed size is under 40k.

Cu.

Chains, cogs and TV lines - cool, I'm looking forward to seeing this when it's done Knurz :)
Title: Re: What are you working on at the moment?
Post by: Kirl on November 20, 2012
I have ported my soft body blobs to javascript (http://kirl.nl/blobs/blobs.html) in order to get some HTML5 Canvas practice. Rotation and drawing styles were a bit confusing, because everything is on the same layer you have to use a stack to push and pop drawing styles and rotation values. The faces are now drawn procedurally and I added some sounds (mp3 only, no ogg yet). You can take a peek a the code with right-click > view source.

Controlls are the same as the Flash version:
Ctrl = add blob
Arrow keys = move blob
Click blob to split
Click and drag blobs around
Space shows spring stucture.
Title: Re: What are you working on at the moment?
Post by: Raizor on November 20, 2012
I have ported my soft body blobs to javascript (http://kirl.nl/blobs/blobs.html) in order to get some HTML5 Canvas practice. Rotation and drawing styles were a bit confusing, because everything is on the same layer you have to use a stack to push and pop drawing styles and rotation values. The faces are now drawn procedurally and I added some sounds (mp3 only, no ogg yet). You can take a peek a the code with right-click > view source.

Controlls are the same as the Flash version:
Ctrl = add blob
Arrow keys = move blob
Click blob to split
Click and drag blobs around
Space shows spring stucture.

As the blobs would say: "Wowwwww!" :)

Great stuff Kirl, going to show it to my kids this evening, they'll love it!
Title: Re: What are you working on at the moment?
Post by: combatking0 on November 22, 2012
Cool blobs - I'll have to learn how you did this.

It may be possible to use multiple canvases (canvasi?) as seperate layers by putting each in its own div, and then overlapping the divs by setting their positions to be the same using style attributes.

I'll investigate this.
Title: Re: What are you working on at the moment?
Post by: inc. on November 22, 2012
my last work:
Another Day another PC Demo.

Today i made a crazy "WORN" Demo for testing Interlace flickering. Nice and easy.

TITLE: W0RN
DATE: 2012 NOVEMBER
CODING: INC.
GFX: INC.
3D OBJECT: INC.
SOUND: ESA
RESOLUTION: 1280x768

OS: WINDOWS XP/ 7/ 32 + 64 BIT


WIN 8 ? not tested. Don't wanna touch it. Leave me a Comment.

VIRUSTOTAL: PASSED
https://www.virustotal.com/file/9d1093b171d1bfc4a2db25fa30f5ddc0082af86e18255fe9a49b22dfbdbc9df6/analysis/1353598951/

Currently working on: X-MAS DEMO COMPETITION 2012
(http://www.abload.de/img/xxxxtguv0.jpg)

so long
Title: Re: What are you working on at the moment?
Post by: combatking0 on December 01, 2012
I've been working on a project I call "Noah's Arcade" - essentially it's a series of Biblically themed games.

The first one is up at http://woodlands.rcchurch.co.uk and can be found by clicking on "Youth" in the menu, and then on "Games" when the sub-menu updates.

The high-score table is working for highest scores of all time, but the weekly high score table is under development.
Title: Re: What are you working on at the moment?
Post by: TinDragon on December 02, 2012
Some cool stuff here :)

Been an age since I have really done any sort of coding but for some reason over the last few days I have been wanting to make a game, but wasnt sure what, started trawling my unfinished stuff and came across my giana sisters clone, never finished it and it is some horrible code but it got me thinking, so I dug in had a mess around and got it running at 720p just for the hell of it then fiddled round with the graphics, borrowing some from a certain plumbers newer games to see how a hd platformer on pc might look. Turns out, pretty good so I am probably going to build a new engine from the ground up and make a platformer.

Anyway here's a screenie of the test I did just so its not a wall of text  ;)
Title: Re: What are you working on at the moment?
Post by: combatking0 on December 02, 2012
Looks like an interesting blend of HD backgrounds and objects with old school style sprites - which reminds me, I need to work on "Retroman & the Creature from the 3rd Dimension".
Title: Re: What are you working on at the moment?
Post by: inc. on December 03, 2012
okay. all talking about creating games :)

so i'll let you play a demo of my current GAME DEVELOPMENT for PC and ANDROID.

you can download a windows Version here: setup_organic_mass.exe (http://www.a5recordings.com/setup_organic_mass.exe)

GFX: inc
FX: inc
CODING: inc

don't frighten. all files were packed with MOLE BOX in one Container. Executable was packed with UPX.
it's just only german at the moment.

screenshot:
Title: Re: What are you working on at the moment?
Post by: Kirl on December 03, 2012
That's awesome inc. Cool game with great sounds too!  :clap:
Title: Re: What are you working on at the moment?
Post by: inc. on December 03, 2012
thank you. the development progress is more than the provided demo :)
it's included now 3D Alien eggs and water drops dripping down the TFT Screen

a previous 3D test for the Game here :  https://www.youtube.com/watch?v=C2HgaX46e5w

and used for a Cracktro here: http://www.a5recordings.com/PC_DEV/androMars.rar

 :updance:
Title: Re: What are you working on at the moment?
Post by: zawran on December 03, 2012
Hi Jon, for your Giana platformer, if you decide to continue it, you can find the original C64 graphics in this open source Giana project:

http://sourceforge.net/projects/openggs/
Title: Re: What are you working on at the moment?
Post by: EpikYummeh on December 03, 2012
I have ported my soft body blobs to javascript (http://kirl.nl/blobs/blobs.html) in order to get some HTML5 Canvas practice. Rotation and drawing styles were a bit confusing, because everything is on the same layer you have to use a stack to push and pop drawing styles and rotation values. The faces are now drawn procedurally and I added some sounds (mp3 only, no ogg yet). You can take a peek a the code with right-click > view source.

Controlls are the same as the Flash version:
Ctrl = add blob
Arrow keys = move blob
Click blob to split
Click and drag blobs around
Space shows spring stucture.

Nicely done! Very entertaining.
Title: Re: What are you working on at the moment?
Post by: jace_stknights on December 19, 2012
Installing my new computer at work! After 17 years here, it's the first time I got a really nice machine:
Core I7-2600 @ 3.4Ghz , 2 videos cards (GT610 and HD6540 without fans), 8Go of Ram, 500Go of HD and Win7Pro64! ;D
(Usually it's Celeron or lowcost shit like this...)

I can now watch all the DBF prods in full rates!!!! Rhhaaaaaa Raizor love your MengersMice!
(can also try the source code now :D :D :D)
Title: Re: What are you working on at the moment?
Post by: Raizor on December 19, 2012
Installing my new computer at work! After 17 years here, it's the first time I got a really nice machine:
Core I7-2600 @ 3.4Ghz , 2 videos cards (GT610 and HD6540 without fans), 8Go of Ram, 500Go of HD and Win7Pro64! ;D
(Usually it's Celeron or lowcost shit like this...)

I can now watch all the DBF prods in full rates!!!! Rhhaaaaaa Raizor love your MengersMice!
(can also try the source code now :D :D :D)

That looks pretty cool Jace :) Loving the triple monitor setup, one day I'd love to have three here :)

ps. Glad you finally got to see the intro, and thanks :)
Title: Re: What are you working on at the moment?
Post by: jace_stknights on December 21, 2012
That looks pretty cool Jace :) Loving the triple monitor setup, one day I'd love to have three here :)

Huhu got a fourth  monitor connector left  ;D But not place on the desk!
Title: Re: What are you working on at the moment?
Post by: hellfire on December 21, 2012
got a fourth  monitor connector left ;D
So you've got some screens connected to the nvidia and the other to the ati?
Never thought that would work...
What happens if you move a OpenGL/DirectX window from an nvidia to an ati screen? :)
Title: Re: What are you working on at the moment?
Post by: jace_stknights on December 24, 2012
So you've got some screens connected to the nvidia and the other to the ati?
Never thought that would work...
What happens if you move a OpenGL/DirectX window from an nvidia to an ati screen? :)
The part is turning black on the new display. But I think it is just a patch to do : one of the screen saver is displaying on all screens together (not a copy).
At the moment, Nvidia is for the 22" center screen and Ati for the two 19" on each side.
Title: Re: What are you working on at the moment?
Post by: Canopy on January 08, 2013
Working on...

Learning OpenGL ES and trying to get just about anything into the new competition.  ( 2013 UDG Challenge! (http://www.dbfinteractive.com/forum/index.php?topic=5913.0) )

So far i've only ever modified some cube source and done the triangle sample for ES...

However, i'm a full-time C/C++ coder, so that part won't be so bad!

Just under 2 months til the deadline!

Decided i'm going to keep moving without trying to overreaching and submit whatever I get going, good or bad!

Next up, making a full screen "grid" for the challenge using triangle strips.. arg!

(I know i'm going a harder way, but I want code that works like this for another purpose, and the challenge happens to let me go down the road of learning what I need for that other purpose!)

Title: Re: What are you working on at the moment?
Post by: Shockwave on January 08, 2013
I was hoping that someone would choose an approach like that Canopy, it should make the edges of any effect you do look really interesting :)
Title: Re: What are you working on at the moment?
Post by: Canopy on January 08, 2013
i'm hoping it'll be super crisp... ?

Title: Re: What are you working on at the moment?
Post by: Canopy on February 25, 2013
OK, so i got the comp entry in!  Learned a lot, so i'm working on..

- rejigging my libraries so i can cross build against opengl desktop instead of opengl es so i can use AMDs gDEBugger (http://developer.amd.com/tools/heterogeneous-computing/amd-gdebugger/gDEBugger) i have a platform.lib (handles window creation, timing and input), an API one (currently desktop gl) and handles the binding/connection beween desktop gl and the platform lib (using the wglxx functions in wingdi)

got the above done for desktop gl yesterday with a few of other features (like being able to dynamically switch full screen/windowed mode via alt-enter)

next tasks

- separate the opengl thread from the thread running the message pump and a mutex access to queued input in a list from the main gl thread
- having the app be a win32 app that can optionally create a console, not a console application that creates a window
- create platform libs for GL ES on windows (mostly just a case of code refactoring)

- then i'm gonna port my udg challenge entry to desktop gl (which should actually take about 5 minutes)

- then with a copy of the project improve my "grid" code to handle UDGs as meshes (in a variable x+y size fashion too) and be able to optimise them properly with a x-axis like algorithm that stretches square triangle pairs into adjacent rectangles swallowing up adjacent pairs if they match, then a y-version that pulls these rectangles down if the adjacent row also matches (for UDGs this is a 'one-time' thing) 

if theres a "'proper" name for the last thing let me know! :)

Title: Re: What are you working on at the moment?
Post by: hellfire on March 05, 2013
(http://www.abload.de/img/explosionawufg.jpg)
An explosion effect for a little game project.
Title: Re: What are you working on at the moment?
Post by: Canopy on March 05, 2013
really nice!

looks like a close up trail from a crashing plane consumed by a fireball



as far as my last post goes apart from an output console i've done everything, a rafactor to desktop gl 2.1+ / run rendering a separate thread / alt-enter support

however its still using 30k+ individual translations of a a tiny vbo with 2 triangles

so the next thing i'm working on is putting all the objects into bigger VBOs - to start with one per UDG  (but using code that will scale to be any size) and then do the vertex optimisation within those per UDG.. after i've done that i'll have learned enough to think about where to go next. i had also been thinking about timeline/sequencing and have ideas for that i gleaned from the assembly seminar videos

so creating effects/improving my library.

outside demo stuff i want to make a simple platformer a few screens wide to play with some ideas but i'm at least going to get the UDG stuff optimised first so i know my way around VBOs for the future.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 05, 2013
(http://www.abload.de/img/explosionawufg.jpg)
An explosion effect for a little game project.

:o

Wow!
Title: Re: What are you working on at the moment?
Post by: Raizor on March 05, 2013
That looks lovely Hellfire :) Is the game aimed at Windows?
Title: Re: What are you working on at the moment?
Post by: hellfire on March 05, 2013
Is the game aimed at Windows?
Windows and Linux at the moment but should be portable to anything that has a bit of horsepower under the GLSL.
With the current amount of spare time and my general tendency to trash stuff, it's not going to show up particularly soon, though ;)
Title: Re: What are you working on at the moment?
Post by: Kirl on March 05, 2013
Looks great, meaby a few white heat spots here and there would work.  :clap:

Are those 2d sprites or is it some crazy volume rendering? Reminded me of Pyrocluster, which could produce some very realistic smoke/fire effects with only a bunch of nicely animated sprites facing the camera.
Title: Re: What are you working on at the moment?
Post by: Baudsurfer on March 06, 2013
Hello,
Lately I tried to find some general compression algorythm for x86 512b code (the size of a master boot record incidentally).
I got  some code working just up to the point I figured my choice for an old apple II compression scheme could beat apack, lz77
and lzss when you count the decompression stub, but it is useless nevertheless for it can't beat handcrafted opcodes.
It's one of those things I retry every two years or so... If anybody wants to pick it up (needs to debug the stub) it's here : http://olivier.poudade.free.fr/arc/bytepack.zip
Aside from that I have a some 70b 4bit miditracker player but I can't release it as such elsewise nobody will notice its real use, so I'm
waiting for some prod to pitch it in. I did a gui tracker under VB6 for it, almost finished. Aside from that I've started a space harrier remake, but it's already >700b without any sprites, and I don't know if I will pursue it. Aside from that I am trying to crunch in the doom effect in 128 bytes (I'm at 150 atm and it's fugly). I also have a 256 intro ready, just not satified with camera path yet, and no party in sight (seems more and more demoparties just throw everything that isn't an openGL 64kb windows prog in the wild "combined" category). Also I am in the background thinking of any use for demoscene.com or demoparty.com TLDs.
Title: Re: What are you working on at the moment?
Post by: benny! on March 07, 2013
(http://www.abload.de/img/explosionawufg.jpg)
An explosion effect for a little game project.

Wow .. very cool. Looks a little bit like https://www.shadertoy.com/view/4ssGzn (https://www.shadertoy.com/view/4ssGzn)

Title: Re: What are you working on at the moment?
Post by: relsoft on March 07, 2013
That looks awesome! And scary.
Title: Re: What are you working on at the moment?
Post by: Rbz on March 07, 2013
To me, it looks like some sort of FIRE from HELL!  :P

..
Are those 2d sprites or is it some crazy volume rendering? Reminded me of Pyrocluster, which could produce some very realistic smoke/fire effects with only a bunch of nicely animated sprites facing the camera.
I think it's a particle system using 2d sprites, they can look very good when done right.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 09, 2013
Hello,
Lately I tried to find some general compression algorythm for x86 512b code (the size of a master boot record incidentally).
I got  some code working just up to the point I figured my choice for an old apple II compression scheme could beat apack, lz77
and lzss when you count the decompression stub, but it is useless nevertheless for it can't beat handcrafted opcodes.
It's one of those things I retry every two years or so... If anybody wants to pick it up (needs to debug the stub) it's here : http://olivier.poudade.free.fr/arc/bytepack.zip
Aside from that I have a some 70b 4bit miditracker player but I can't release it as such elsewise nobody will notice its real use, so I'm
waiting for some prod to pitch it in. I did a gui tracker under VB6 for it, almost finished. Aside from that I've started a space harrier remake, but it's already >700b without any sprites, and I don't know if I will pursue it. Aside from that I am trying to crunch in the doom effect in 128 bytes (I'm at 150 atm and it's fugly). I also have a 256 intro ready, just not satified with camera path yet, and no party in sight (seems more and more demoparties just throw everything that isn't an openGL 64kb windows prog in the wild "combined" category). Also I am in the background thinking of any use for demoscene.com or demoparty.com TLDs.

I was browsing your intros on Pouet the other day.. Unfortunately I've got windows 7 so I need dosbox to run anything that uses 13h which is the only reason I haven't commented on them.  I'll have to take a look next time I use the laptop, it's XP and it runs these kind of intros quite nicely.

Hugi used to run some competitions for tinycode.. Going by the screenshots on Pouet and the fact that you're using sound I think your intros are quite an achievment.
Title: Re: What are you working on at the moment?
Post by: Shockwave on March 10, 2013
Well, I'm afraid it has nothing to do with demos but I'm using my FB Gfx library to do it so does it count?

Ok... Maybe not!
Title: Re: What are you working on at the moment?
Post by: Xetick on March 11, 2013
Hellfire: Great effect! I hope you can reveal more about how it's made one day.

Personally so am I doing some experiments with instancing and noise for position of the meshes.
(http://www.plane9.com/ext/20130308_HollowCube.jpg)
Title: Re: What are you working on at the moment?
Post by: hellfire on March 11, 2013
That one looks great, Xetick!
Title: Re: What are you working on at the moment?
Post by: hellfire on March 11, 2013
Are those 2d sprites or is it some crazy volume rendering?
I think it's a particle system using 2d sprites, they can look very good when done right.
Looks a little bit like https://www.shadertoy.com/view/4ssGzn (https://www.shadertoy.com/view/4ssGzn)
I hope you can reveal more about how it's made one day.
I'm stepping through a transparent noise volume in the fragment shader, so it's actually very similiar to what the shader in Benny's link does.
I can't afford a brute-force raymarcher, though - so I'm just rendering the interior of a bounding box and the noise-animation is simply done by adding a few moving volume textures.
Since the noise-function quickly approaches  a "solid" color (and the bounding volume is pretty tight), it just needs about 10 iterations per pixel and thus works in shader model 2.0, too.
Title: Re: What are you working on at the moment?
Post by: Canopy on March 17, 2013
no screen shot as nothing cool enough yet...

but i've finally got indexed vao/VBOs working, with 3 independent buffers for vertices, indices and colours

vao/vbo stuff + shader attribute state handled by some nice lightweight C code with a little struct holding all the relevent bits

had to make a tweak to fallback to opengl 2.1 behaviour on one machine.

(i've got 3 test machines my main dev machine has amd/ATI GL 4.2, a laptop i use for remote debugging stuff has an nvidia card with gl 2.1 and my other laptop has amd/ATI GL 3.2)


the outer code for managing the vbo's to make it useable for the 'effects' i'm using it for needs a bit of work though!

i know striped 'single' buffers are possible etc, but i have some instances where i want to change 'just' the colour and some where i want to change 'just' the vertex data, i think this will do for most things i can dream up right now, i can worry about further optimisation if something really warrants it.


my head hurts now so i'm going to make me and mrs some lunch, have a shower and watch a doc i downloaded about ukulele's then do some guitar practice before my lesson tomorrow :crutches:
Title: Re: What are you working on at the moment?
Post by: combatking0 on March 17, 2013
I'm currently preoccupied with a website management system in PHP/MySQL, but I do have a JavaScript ASCII based demo in the works.
Title: Re: What are you working on at the moment?
Post by: Canopy on March 25, 2013

Still not much to show, but I made a wish list of projects I think are next on my learning trajectory and chose one.

I've tweaked my previous VAO/VBO code to improve how things like buffer sizes are managed to eliminate confusion between 1) actual in-memory size 2) the number of GLfloats  and 3) the number of actual vertices ('2' / 3 for vertices or currently '2' /4 for colour buffer), and also to not care if there is no index buffer (so i can use glDrawArrays instead of glDrawElements)

Have got it rendering a hardcoded cube, and the plan is to eventually have a collection of simple solids in 3d space which i can select/deselect with the mouse (using "ray picking") and individually move & rotate, or if nothing is selected move/fly about the scene. also the ability to have several cameras that can be jumped between.

this'll help me get some matrix code, simple object and scene management in place. although the mouse interactivity stuff isn't "demo ish" it'll be handy for dev explorations.

Title: Re: What are you working on at the moment?
Post by: Kirl on April 01, 2013
I'm going to write a concatinative speech synth... In Flash! I have no idea if Flash is up for the task (or if I am) but it's about time we find out. Concatinative speech synthesis strings together short speech samples.

Worst case: Flash won't be able to mix such short sounds together with high fidelity, but I'm at least hoping for some recognisable speech like chatter. Wish me luck. All advice welcome!

Luck favours the brave!  :cheers:
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 12, 2013
I've put something like this together in Flash, in the form of a clock which announces certain times of the day and tells the kids at work when the lesson is over.

I'll send you the source when I can bring it home from work if you want to compare notes.
Title: Re: What are you working on at the moment?
Post by: Kirl on April 12, 2013
Sounds good CK, do you form words from vowels and such, or sentences using preformed word samples? I'm trying to do the former, but without much succes atm. Not a total failure either, I'm not giving up on it quite yet.
Title: Re: What are you working on at the moment?
Post by: combatking0 on April 13, 2013
I'm doing the latter, using entire words and partial phrases:

Lesson three - is over - it is time to go to - lunch - or I will - give you all detention!

Your goal looks to be a challenging one, but not impossible. The main problem you'll face will be with pauses between syllables, as Flash can be unresponsive with sound. A way around this would be to use 2 sound objects, pre-loading the next sound into the second object while playing the first, then loading a third sound into the first object while playing the second, effectively creating a double buffer for audio.
Title: Re: What are you working on at the moment?
Post by: Canopy on April 16, 2013

got a bit sidetracked and did another little project to prove an idea i had (porting some processing stuff from a book called "generative art") which also proved that some concepts i'd included, but not tried in my vao/vbo code work. (not ever been near processing, but there were some interesting ideas in the book..)

before that i had some in my previous post done (matrices, mutiple objects and camera control) apart from the scene mgmt part, which i really need to do to be able to the ray picking as i've got to walk the objects list, and since they're not dynamic yet and not yet in a list - now is the time.

so i've been reading up on scenegraph's and am working out how to design one to fit my needs for the foreseeable.
Title: Re: What are you working on at the moment?
Post by: Canopy on April 21, 2013
.. and thanks to some research, and a forecast of rain, another goal reached.

i now have a node-ish based "scene graph".

i've heavily cut out some of the things i dont think i need normally seen in scene graphs.

due to this there are less nodes, more object sharing, and use of mostly singly linked lists

the root scene manager contains
 - lists of layers (scenes) which can be turned on/off
          - transforms list/stack for scene  (e.g. projection matrix, and camera)
          - lists of models
                 - transforms list/stack for model (e.g. translate/rotate)
                 - link to root->object
             
 - a list of objects (currently VAO/VBOs)


so when rendering a scene if nothing happens, all that happens is a call to GL to draw for each layer, then each object. no matrix op's unless something changed.

the main trick is, the transforms lists/stacks allow individual control of their associated parts.

for example, if have a camera stuff in scenemgr->layer->transforms.  if i modify the params for the transform and mark the layer bIsClean = FALSE  then all the models get recalculated due to the camera change.  (i use 0 for dirty, 1 for clean so zeromemory on new objects automatically makes them dirty..).

if i were to change a models matrix, and set the model dirty, the dirty matrices would get recalc'd  and the models matrix would get recalculated next render.

Some of the lists are abstracted types so I could in future define different object management schemes for different layers

i have some work to do to manage VBO states before the next tasks - lighting and ray picking

Title: Re: What are you working on at the moment?
Post by: Kirl on May 04, 2013
Sounds good Canopy!

I finaly managed to write some code again after a very long break. Good results for now and some lovely local errors to boot! :)

Title: Re: What are you working on at the moment?
Post by: combatking0 on May 04, 2013
Awesome plasma! Mine don't turn out that good yet, but I'm learning.

My current project is a "sprite" template for JavaScript canvas games / demos / animations.
Title: Re: What are you working on at the moment?
Post by: Kirl on May 05, 2013
Actually that was a colorised perlin noise which confusedly thinks it's a plasma. ;)
I changed it's mind and now it behaves nearly like I want.

Good luck on the sprite template!
Title: Re: What are you working on at the moment?
Post by: Canopy on May 06, 2013
Thx Kirl  :cheers:

Now the weather has improved am finding it harder and harder to find time to proceed.

I'm still 'thinking' about gfx code and demo's though and have lots of ideas.

Been using an iPad app called Jot! with a stylus to sketch out my ideas (its basically mspaint, but worse) which really helps with planning
Title: Re: What are you working on at the moment?
Post by: Transiberiano on May 10, 2013
I'm working on pathfinding over heightmaps.

Regards
Title: Re: What are you working on at the moment?
Post by: ninogenio on August 09, 2013
replacing glm's quaternion slerp and quat too mat4 cast functions with my own ala..

Code: [Select]
DeltaKey = (float)(_Animation->_Rotations[_AnimationIndexR + 1])->Time - (_Animation->_Rotations[_AnimationIndexR])->Time;
cTime = (float)pKey - (_Animation->_Rotations[_AnimationIndexR])->Time;
float Cosine = ((_Animation->_Rotations[_AnimationIndexR]->Rotation[0] * _Animation->_Rotations[_AnimationIndexR+1]->Rotation[0])
+ (_Animation->_Rotations[_AnimationIndexR]->Rotation[1] * _Animation->_Rotations[_AnimationIndexR+1]->Rotation[1])
+ (_Animation->_Rotations[_AnimationIndexR]->Rotation[2] * _Animation->_Rotations[_AnimationIndexR+1]->Rotation[2])
+ (_Animation->_Rotations[_AnimationIndexR]->Rotation[3] * _Animation->_Rotations[_AnimationIndexR+1]->Rotation[3] ));
float RotAngle = 0.0f;
if ( -1.0f < Cosine ){
if ( Cosine < 1.0f ){
      RotAngle = acos(Cosine);
}else{
      RotAngle = 0.0f;
    }
}else{
    RotAngle = 3.14159f;
}
if ( RotAngle < 1.17549435E-38F ){
    Quat = (_Animation->_Rotations[_AnimationIndexR])->Rotation;
}else{
float InverseAngle = (1.0f / sin(RotAngle));
float CoefficientX = sin((1.0f-(cTime / DeltaKey)) * RotAngle) * InverseAngle;
float CoefficientY = sin((cTime / DeltaKey) * RotAngle) * InverseAngle;
Quat = (((_Animation->_Rotations[_AnimationIndexR])->Rotation * CoefficientX)+((_Animation->_Rotations[_AnimationIndexR+1])->Rotation * CoefficientY));
}
}
glm::mat4 tmpmat4;

float PrexX = Quat[1]*Quat[1];
float PreyY = Quat[2]*Quat[2];
float PrezZ = Quat[3]*Quat[3];
float PrexY = Quat[1]*Quat[2];
float PrexZ = Quat[1]*Quat[3];
float PreyZ = Quat[2]*Quat[3];
float PrewX = Quat[0]*Quat[1];
float PrewY = Quat[0]*Quat[2];
float PrewZ = Quat[0]*Quat[3];

tmpmat4[0][0]  = 1.0f - 2.0f * ( PreyY + PrezZ );
tmpmat4[0][1]  = 2.0f *         ( PrexY - PrewZ );
tmpmat4[0][2]  = 2.0f * ( PrexZ + PrewY );

tmpmat4[1][0]  = 2.0f * ( PrexY + PrewZ );
tmpmat4[1][1]  = 1.0f - 2.0f * ( PrexX + PrezZ );
tmpmat4[1][2]  = 2.0f * ( PreyZ - PrewX );

tmpmat4[2][0]  = 2.0f * ( PrexZ - PrewY );
tmpmat4[2][1]  = 2.0f * ( PreyZ + PrewX );
tmpmat4[2][2]  = 1.0f - 2.0f * ( PrexX + PreyY );

tmpmat4[3][0] = 0.0f;
tmpmat4[3][1] = 0.0f;
tmpmat4[3][2] = 0.0f;
tmpmat4[0][3] = 0.0f;
tmpmat4[1][3] = 0.0f;
tmpmat4[2][3] = 0.0f;
tmpmat4[3][3] = 1.0f;
_TransformMatrix *= glm::transpose(tmpmat4);
}

mesh animations in quaternion space has caused me no end of troubles but im finally there!! woot
Title: Re: What are you working on at the moment?
Post by: Canopy on August 12, 2013
i'm thinking about GL a lot, but have written only a small amount of code lately due to the nice weather.

i'm still part way through implementing FBOs in my "scenes manager" and have begun a small sample app for another gl related project i'm just beginning to flesh out :)  (an interactive strobe effect to illustrate timing code is working)

also working towards some tidier shader management and integration of that with my "scenes manager" as an object. will be revisiting my timing code to work towards making it optionally use different methods.  under windows only for now, but rejig this will help make it cross-platform in the future.

i have a list of  plans for apps/effects, with steps to achieve them via a series of features i need in my library/scene graph to do them (nothing superfluous here unless i realise i've implemented something i didn't need later).

eventually these effects will hopefully result in demos or continue to exist and evolve as standalone entities, in which case they're likely to be one effect interactive demo style stuff.

Title: Re: What are you working on at the moment?
Post by: combatking0 on August 12, 2013
I've just come back from Blackpool - I'm thinking of making a wireframe fairground.
Title: Re: What are you working on at the moment?
Post by: ninogenio on August 12, 2013
@Canopy.. that sounds like some really cool stuff! it really sounds like me and you are working on the same sort of things atm  :).. i cant wait too see what your framework/lib is capable of once its later stages. top stuff.

@Ck haha.. i had a similar idea after coming back from skeggnes a few weeks ago mainly after the red and yellow roller coasters down the market. i still keep meaning too do a wire frame roller coaster..

well as for me i smashed my hip up really bad yesterday racing the motor crosser so i have been laid up all day on strong pain killers. sooo.. extreme boredom and a whole day too code led too this  :).

http://www.dbfinteractive.com/forum/index.php?topic=6077.0
Title: Re: What are you working on at the moment?
Post by: Canopy on August 13, 2013
:)

think i'm not progressing as quickly though, another well timed (winter!) challenge might help though!


btw can't run the app as it needs the debug run-time. (i'm using vs2008) can you up a release build or one thats statically linked


Title: Re: What are you working on at the moment?
Post by: ninogenio on August 13, 2013
thats it fixed up now, cheers mate,

yeah another halloween comp would be good.. i should be in better shape this time than in previous years  :)...

quick question.. roughly how do you guys like too handle your shader attributes/uniforms its one part of my framework that just doesn't sit well with me, i keep recoding it and thinking arggh that looks worse than before haha..
Title: Re: What are you working on at the moment?
Post by: Canopy on October 07, 2013
Finding more time to work on things now.

Am still implementing FbOs (and RBO's) and RTT (render to texture) in my helper lib.

Just want to make a test app which lets me draw 'stars' onto a texture and display it using a full screen quad.

I've now put more time into this that I thought it would take. Whats annoying about OpenGL is that sometimes the documentation is sparse, and its hard to tell where to look (with gDEBugger) to see if things are set up correctly or not.

Getting fed up with adding things to my helper library + scene mgr when I want to be actually making things that do stuff using it!
(and it isn't a "does everything" library/engine thing - just some simple scene + object management and cleanup boilerplate code to help me jump into projects more quickly.. but i really need this part done!)

(got lots of project ideas building up..)


btw shader attributes/uniforms also an unsolved 'thing' at my end..
Title: Re: What are you working on at the moment?
Post by: spathi on October 08, 2013
Working on a semi-generalized color fading and cycling library.
Title: Re: What are you working on at the moment?
Post by: Clyde on October 09, 2013
All looks and sounds really interesting Dudes!

Not sure who's about to ask for a Halloween comp. Time is getting on a bit too.
Title: Re: What are you working on at the moment?
Post by: Canopy on October 11, 2013
i own a large internet forum (which ironically i dont post on much anymore), on the same server i had a few small sites plus the site for a friends shop..

the forum has eaten a lot of disk space on my 10 gig VPS, i removed/moved all other sites and still not enough space to run a repair on the crashed table which requires space to make the table+index size, i managed to scrape 2 gig but it needs almost 3. so am downloading it to home and am going to fix within WAMP (http://www.wampserver.com/en/#download-wrapper). the other sites are mostly all already moved on to a another small hosting account.

this weekend is going on fixing the forum database offline  and getting it back online. the rest of this month is now going to be taken up with getting my friends shops site back to looking decent (i scrapped the old one and am going to use wordpress) and move/upgrade the internet forum to a sister sites dedicated server (owned by someone else..)

plus after all this i will have a small personal site (also wordpress) on my new hosting account, and a new domain i just bought.. where I can post images of what i'm working on :)
Title: Re: What are you working on at the moment?
Post by: hellfire on October 11, 2013
(http://abload.de/img/earthq3p41.jpg)
Title: Re: What are you working on at the moment?
Post by: Optimus on October 11, 2013
I should be working on my CPC demo part for the deadline but I just got my GCW0 and also getting a brand new desktop PC early next week. Let's see..
Title: Re: What are you working on at the moment?
Post by: Canopy on October 16, 2013
real nice hellfire! whats the project?


- fixed the forum
- got my friends shop website back up and redid the whole thing in wordpress. he's ultra pleased

still have to move the forum.. but in shorter amounts of free time i'm still tinkering with opengl stuff..

really glad i decided to do that as i can see in gDEBugger i've finally got the darn render to texture working..
i just need to get it rendering to a quad, do some housework on the code and i'm on to actually doing stuff with it.
Title: Re: What are you working on at the moment?
Post by: Pot Noodle on October 16, 2013
Gone back to my PB version of the Amiga arcade style game ( Jaguar XJ220 )
Having rewritten it added better corners and steering i am trying to sort out the hills now  :-\
Title: Re: What are you working on at the moment?
Post by: ash on October 17, 2013
I had some time back in the last weekend, and
created a simple particle simulation on Codepen.io site with javascript.


http://codepen.io/ashokgowtham/pen/DAuFx (http://codepen.io/ashokgowtham/pen/DAuFx)

any feedbacks welcome :)
Title: Re: What are you working on at the moment?
Post by: Hotshot on October 17, 2013
Very Good  :clap:

Quote
Gone back to my PB version of the Amiga arcade style game ( Jaguar XJ220 )
Having rewritten it added better corners and steering i am trying to sort out the hills now

That going be interesting when you have done :)
Title: Re: What are you working on at the moment?
Post by: Voltage on October 18, 2013
(http://abload.de/img/earthq3p41.jpg)

When do you get back?
Title: Re: What are you working on at the moment?
Post by: Canopy on February 13, 2014
really glad i decided to do that as i can see in gDEBugger i've finally got the darn render to texture working..
i just need to get it rendering to a quad, do some housework on the code and i'm on to actually doing stuff with it.

and after a splurge trying to fix it to make a compo entry, i fixed somethings and saw no end in sight.. 3 months due to that, and due to xmas (sounds like an ideal time, but with the mrs off too, hardly any alone time)

i've done very little for too long.. and run out of will power to debug it anymore, still in the back of mind all the time though, and i've stil been checking in on DBF (and Pouet)

have put a few hours in and entirely given up. am circumventing the current issue by making a new test app to learn about and create helpers for the texturing bits.

test app i'm just starting will have 3 textured in quads on the screen.

the first one will be a traditionally loaded from BMP style (i'm going to use the 'crate' image form the NEHE tutorials but convert it to a .H so there's no need to load from disk).

the second, a buffered "texture"

the third, rendering the texture create via RTT (which hopefully now gets me to where I've fixed the original problem and have some robust, multipurpose where necessary texturing code)


just to add even more pain to this, once i'm done and have what I feel I need in my boilerplate 'simple' opengl c framework. i'm going to sit down and review the whole structure of what i've got and rejig it, mostly i think the style/structure of the API and how the code is included in projects will go through the most change.

currently: some things aren't abstracted enough, and some are abstracted too much.

i need to get to a point where i'm focusing on writing apps not the shit to manage it and rebooting the lib seems arse backwards, but its not currently designed along the lines of seperatoin in some places where it could be.

Title: Re: What are you working on at the moment?
Post by: combatking0 on February 21, 2014
I'm working on a simplistic looking JavaScript game called "Planetoid Hopper".

So far I've got a lone planetoid and a space craft. You can steer with the left and right arrow keys and fire your booster rocket with the up arrow key.

Flying is tricky though! If you land the rocket on its side you'll have to press F5 to reset.

The final version will have lots of planetoids to visit, each with colonists and a trading / mission system.
Title: Re: What are you working on at the moment?
Post by: Canopy on February 23, 2014
sounds fun :)

so elite-ish with the trading, and lots of options for other types of things like space platforms, wormholes depending how sci-fi ya wanna go :)


i've put another few hours in on my stuff, have a stripey RGB texture i'm filling directly in mem. Good news is, i have it displaying 'wrong' (one triangle of the quad filled at the wrong orientation) if i'm using gl_triangle_fan, which isn't suprising because my vertexes should be wound to work with gl_triangle_strip however, with that it does bugger all. if i use gl_triangle_LINE however the dividing line on the quad is coloured and oriented correctly, so i'm very sure its getting the texcoords right i'm going to crack it this week. Think it may be I've got away with degenerate triangles til now for what I've been doing

i've found, tweaked/tightened up lots of stuff too so hopefully, onwards. (pretty sure the changes i made will make the RenderToTexture stuff I deviated on to this from 'just work' (tm) when i recompile it.

Title: Re: What are you working on at the moment?
Post by: Optimus on February 24, 2014
Still working on my 486 dos demo, very slowly. First deadline would be for Assembly party (which I may visit this year).
Meanwhile I got hooked by something I want to try, a tiny voxel landscape demo for CPC. I stripped one of my 4k codes on CPC, to make space for maybe 1k unless it's not fitting. I just prepared some pseudocode C and then Z80 that I hope to try tonight. If I don't manage to do for Forever party, I will continue with it for 4k.
Title: Re: What are you working on at the moment?
Post by: Canopy on February 24, 2014
(pretty sure the changes i made will make the RenderToTexture stuff I deviated on to this from 'just work' (tm) when i recompile it.

and they do...

so i (finally) have RAW rgb texture stuff (which data input needs to be flipped and put in upside down to come the right way out when used as a texture).

render to texture, where the input data does not need to be flipped as GL writes it to the target texture correctly :)

hmm... whats next...

Title: Re: What are you working on at the moment?
Post by: Kirl on February 26, 2014
@optimus voxels always remind me of the old commanche game, it was so awesome att! Loved them ever since.

I've been working on the English for Dutch course on Duolingo (https://www.duolingo.com/). Once that's out of beta we're going to start the Dutch for English version. If you wish to learn another language you'd do well to check it out, it's really quite fun. The app version was picked by apple as it's #1 app of the year, which is amazing considering it's an eduational tool.

Y tambien puedo hablar un poco espanol ahora!  ;D

It's a pretty nifty concept!
[youtube]-Ht4qiDRZE8[/youtube]
Title: Re: What are you working on at the moment?
Post by: Canopy on February 26, 2014
cool. we've used duolingo here.. myself and someone else did spanish for a bit, and another person was doing italian and another german:)


On the topic subject. now i've resolved my RTT issues, my next challenge is the symmetry one here.
Starting with turtle gfx type stuff and evolving it onwards til i run out of time :)
Title: Re: What are you working on at the moment?
Post by: Optimus on February 27, 2014
Ah, that's interesting. But they don't have Russian lessons yet?
Maybe I'll try the Spanish lessons.
Title: Re: What are you working on at the moment?
Post by: Kirl on March 02, 2014
Not yet, but almost! English for Russian speakers is in beta atm, the reverse course Russian for English speakers will be started somewhere this week. =)

You can see the various couses and their progress here: http://incubator.duolingo.com/
Title: Re: What are you working on at the moment?
Post by: Kirl on March 18, 2014
I've been at the keys again, at long last!  Finished this colorizer thingy which transforms a black & white noise (or picture), by remapping the grayscale values to a colorgradient. It's great for easily creating a number of natural effects.

Add colors by clicking on the color bar at the top, you can drag them around and remove them by dragging away.

G cycles through the presets <- I enjoyed playing with it  ;)
Up/Down scales the noise.
+/- controls resolution
S set random noise seed
Space to toggle fractal noise
Use the textbox to set the number of noise octaves
You can kind of animate the noise by tapping the left/right keys, but better not hold them because that seems to crash in chrome...  :-\

http://kirl.nl/colorizer.swf
Title: Re: What are you working on at the moment?
Post by: hellfire on April 20, 2014
So what we've been working on for a while is a little bomberman clone:
https://www.pouet.net/prod.php?which=62926
(http://abload.de/img/dynablasterrevenge-1p7ui8.jpg)
Title: Re: What are you working on at the moment?
Post by: Cubed on April 28, 2014
I've been working on some general OpenGL thing, but I'm not sure what I'm quite making (keep switching between general engine, game, demo, etc). Right now, I'm just experimenting and learning -  I'LL COME UP WITH SOME IDEAS ONE DAY... MAYBE.  :skint:
Title: Re: What are you working on at the moment?
Post by: Xetick on April 28, 2014
So what we've been working on for a while is a little bomberman clone:
https://www.pouet.net/prod.php?which=62926

Awesome, looks like a complete commercial game!
Title: Re: What are you working on at the moment?
Post by: hellfire on April 29, 2014
Awesome, looks like a complete commercial game!

Thanks Xetick!
That was our goal, actually. Just without the money aspects :)
Title: Re: What are you working on at the moment?
Post by: Kirl on April 29, 2014
Wow, awesome work! Apart from digdug, you could not have chosen a finer game to remake! :)
Title: Re: What are you working on at the moment?
Post by: hellfire on April 29, 2014
...and if you like it put a thumb on it! :)
Title: Re: What are you working on at the moment?
Post by: CoDeMaN on April 29, 2014
Looks really good but wont work for me :(
Title: Re: What are you working on at the moment?
Post by: Clyde on November 06, 2014
I've played Dynablaster Revenge, and it's truly awesome!!!
And Kirl, looks fab :)
Title: Re: What are you working on at the moment?
Post by: hellfire on November 29, 2014
Trying a new platform...
(http://abload.de/img/gba-timingshjuyh.png)
The stripes in the background show the time required for each function (in raster lines).
Title: Re: What are you working on at the moment?
Post by: Kirl on December 03, 2014
GBA Niice!  :clap:
Title: Re: What are you working on at the moment?
Post by: ninogenio on December 08, 2014
awesome hellfire.. some mode 4 pixel bashing on the gba! years ago on an older board me and a few other guys had a similar sort of play our self's, we did a software affine textured cube, its funny that we had the same sort of timings as you where a simple screen flush took so much precious time(although with the tiny processor its understandable). if i remember correctly while i was digging through various libs at the time i discovered that you could use the dma controller for a massive memset speedup. you are probably already doing as such though.

i loved the gba, and seeing vba there makes me want too get my old console back out/dust the cobwebs off :)
Title: Re: What are you working on at the moment?
Post by: hellfire on December 09, 2014
Hey Nino,
cool you've been fiddling with the GBA, too!
Seems like I missed the party by a couple of years ;)
I'm just starting out to try some things but I like how all the old tricks from the early ninties still work here :)
Thanks for pointing out DMA. Right now I'm running a naive loop in fastmem to clear the screen:
Code: [Select]
clearloop: stmia r9!,{r0-r7}   // write 8*4 pixels to [r9]
           subs  r8, r8, #1    // cnt--;
           bne   clearloop     // while (cnt>0);
I'll check if DMA can do it faster...
Keep going if you've got more tricks to share!
Title: Re: What are you working on at the moment?
Post by: ninogenio on December 09, 2014
the gba is still one of the most fun platforms i have ever messed around on, closely followed by the ds. its great exploring the hardware and finding all the little quirks nintendo put in there to make it punch above its weight :)

with the DMA thing.. its not always a good option. the dma controller makes the cpu wait so only if its large volumes of data that needs transfered/set will the halt be offset. although from what i remember the size of a screen flush was one of the times that dma was quicker than the cpu.

there is also a little setup work too use DMA for a screen clear. i had too reserve an area of memory the same size as my backbuffer at startup and 0x00 it all out then when it came time too clear screen just feed the dma controller the whole zero buffer and let it hw accelerate cpy too the backbuffer. that is probably the biggest draw back you lose some ram. so its case dependent on weather this method can be used.

i am sure i probably do have more little quirks i found on the gba, ill have a dig in my archives and see what lurks ;)

edit
i found a nice write up on the gba dma functionality.
http://patater.com/gbaguy/oldgba/day8.htm
Title: Re: What are you working on at the moment?
Post by: hellfire on December 11, 2014
Okay, I must admit the DMA is super elegant.
It's not even necessary to create a null-buffer to clear - you can simply configure the dma to not increment the source pointer.
Still a loop in ram with some unrolled iterations is about 20% faster.
To clear the 240x160x8 screen, I got 23 raster lines for the DMA and 18 for the loop.
Still, the loop costs around 100 bytes of precious RAM...
Title: Re: What are you working on at the moment?
Post by: Optimus on December 15, 2014
Trying a new platform...
(http://abload.de/img/gba-timingshjuyh.png)
The stripes in the background show the time required for each function (in raster lines).

Wow, cool! So, is it full frame rate? Are these stripes exactly fit 1VBL? Or just a representation of more VBLs spent, fit in one screen?
Title: Re: What are you working on at the moment?
Post by: hellfire on December 16, 2014
Hi Optimus,

when I took the screenshot I was halfway in implementing a span-buffer.
So "poly loop" contains only the scanning of the polygon edges and insertion of the individual spans into a sorted list.
The timing for the actual span-drawing is missing in the screenshot.
And at that time it was still reaching into the second frame.

The gba can only write aligned 16bit values to the framebuffer, that's why the start & end of a scanline are a bit ugly to handle when using 8bit pixels.
So I figured it would be easier to fill neighbouring spans in one go.
This can also include the clearing process, eliminates overdraw and possibly avoids pre-sorting.

Yet it isn't any faster than plain back to front rendering as long as there's not much overdraw (read as: it's actually slower most of the time).
However, I'm still planing to cut the spans against each other to get a reasonably cheap zbuffer (as I've got one scene in mind which will be quite difficult to sort).

For now I've been looking into affine texture mapping. It runs in 2 frames.
(http://abload.de/img/gba-envmaptloq5.png)
Title: Re: What are you working on at the moment?
Post by: Optimus on December 17, 2014
Still amazing for 2 frames!
Title: Re: What are you working on at the moment?
Post by: Baudsurfer on December 24, 2014
I'm trying to beat this 33 year record : http://en.wikipedia.org/wiki/1K_ZX_Chess
I had the idea when some guy posted "at last a contender for 1K ZX Chess" comment about Wolf128 and was intrigued.
Maybe I can manage to squeeze it in a boot sector too so it can run on Linux,Dos,Windows,Osx etc.
Only time will tell...
Title: Re: What are you working on at the moment?
Post by: Kirl on December 24, 2014
Good luck Baudsurfer and awesome stuff Hellfire!  :cheers:

Respect to all you low level coders, my own attempts to dig deeper into the lower levels have pretty much halted, despite the numerous treasures waiting there.
Title: Re: What are you working on at the moment?
Post by: ninogenio on January 27, 2015
well after about 3 and a half weeks of debugging reading and general messing around i finally managed to get my NES emulator in freebasic going tonight!!!  :updance:

(https://www.dropbox.com/s/xl6i1hnuthhhqu7/messy_nessy1.bmp?dl=1)

(https://www.dropbox.com/s/eviy3za8cgdxt85/messy_nessy2.bmp?dl=1)

(https://www.dropbox.com/s/uvedu45wd544pld/messy_nessy3.bmp?dl=1)

i must admit i did a little of the running man irl :p.

its all very early atm.. no sound yet and only mapper 0 rom's supported but it runs very fast and all roms seem very stable no crashes. with only a few gfx glitches on some roms tested.

i was a 6502 virgin just a few weeks ago and didn't really know what i was getting myself into untill it was too late. the nes is very very sensitive too timing and its necessary too have proper vblank setup on the ppu before correct cpu emulation/testing can happen so early phase debugging was a nightmare i ended up coding a system that loaded test.nes debug file into the emu then comparing each of my register and the pc and clockticks against each of the ones from the debug log on the fly.. then when a difference was found my emulator would break, show me the opcode that borked up and let me rewind too previous opcodes too see why and where the messups were coming from. however it was all well worth it!

now ill keep working and when audio is emulated as well as more mappers and frame clamping ill post it up for you guys to have a look at.
Title: Re: What are you working on at the moment?
Post by: Canopy on January 28, 2015
Some great stuff being going on here!

I finally finished what would have been my entry for the Symmetry challenge a while back, and have just archived away my code base to refactor it all.

After a period of brainstorming/research/basic planning I am making a couple iOS/Windows store apps. They are partially heavy on the GL ES front, along with some other stuff :) They're not massively beyond what I've already done graphics wise. But learning from the previous issues I've had I'm throwing away the C only ideal, and going for a light smattering of C++. The other factor is, the debug builds and whole thing itself will optionally have a huge amount of logging/diags. I already have a read-only windows console window (see AllocConsole) showing my output auto positioning itself in the bottom left of the screen, or optionally auto sized full across the entire left hand side. This window also auto-shows hides shadowing the main gl window. Later plans for a full screen GL console for debugging purposes where the windows console isn't available. Console input there isn't critical now, but could be down the line.

I'm not going for full cross platform, just enough stuff to make the other platform specific parts minimal.

Plan. Get the prototype apps running on Desktop GL, get it running on a ANGLE project desktop build to iron out desktop GL vs GL ES differences then (basically the what webgl usesa). Then get that running on "Modern UI" (metro) version of ANGLE project as I have a cheap x86 tablet i picked up on black friday. I'll use that to get the usabilty with touch screens dialled in. After that, get it running in the iOS simulator (I have a VirtualBox VM running OSX) and once at that point this is definitely happening I'll allow myself to buy a Mac to finish it off and launch it on iOS, apps in both stores :)

Although i'm mainly a Windows dev, I've done a little iOS/objective-c dev at work, and am doing an android project in the near future.
Title: Re: What are you working on at the moment?
Post by: Kirl on April 01, 2015
Fantastic work all! Nino, that looks awesome! :clap:

I have been working on various things since the last time I posted here. I've been having a lot of fun couch-coding with Codea, the LUA coding tool/toy on the ipad. Made a number of useful applications for personal use, as well as a classic retro game called Padman (Pac-man for the ipad). ;D

I will post some more info and screens along with the code once I fixed some remaining issues.


I'm also making another attempt at an old favourite project: a 2d version of mario galaxy, which allows you to visit various levels of mario's long history as little self contained planets. I plan to rewrite it in javascript once it's done as LUA syntax is a lot like js.
Title: Re: What are you working on at the moment?
Post by: padman on April 01, 2015
Quote
a classic retro game called Padman

Judging by the name, I'm sure it's gotta be pretty awesome!  ;D
Title: Re: What are you working on at the moment?
Post by: Rbz on October 03, 2016
I'm trying to learn how to do digital painting, this is what I've done today using Krita, my precious little rock :).

(http://www.rbraz.com/temp/rocks-sketch3.png)
Title: Re: What are you working on at the moment?
Post by: inc. on October 03, 2016
Not so Bad. Go on and use different brushes.
I do digital paintings in photopaint.
Title: Re: What are you working on at the moment?
Post by: Optimus on October 07, 2016
I am working with some friends on a DOS demo, contributing some additional effects code, we might plan to go for Assembly next year but not sure.
Meanwhile I started looking at SNES coding which is quite interesting and fun. Not sure I'll do anything with it soon, just curiosity.
From the other side, I recompiled a preview of my CPC wolfenstein engine recently (http://computerhermit.blogspot.co.uk/2016/10/my-cpc-wolfenstein-engine-history-and.html) and that made me be inspired to work on this engine, hopefully soon.
It's all in the plans, don't know what I will be working soon, I got a Trello account and made lists of things again.
Title: Re: What are you working on at the moment?
Post by: Rbz on October 12, 2016
@Optimus: Looks nice :)

...
Working on Halloween compo entry:
Title: Re: What are you working on at the moment?
Post by: Optimus on October 25, 2016
Oh cool!

I checked the halloween compo. But not motivated to do something for it yet.
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on November 16, 2016
I'm working on this.
Title: Re: What are you working on at the moment?
Post by: ninogenio on December 22, 2016
ive been building a z80 console computer for the past year, i call it the genioGS... its quite simple, it has an atmega acting a bit like my own custom uncommited logic chip... holding the z80 at startup while it packs my sram with machine code off an sd card then lets the z80 loose.. i made a custom graphics card with a paralax micro too this is still very raw atm and i think i might use a cortex at some point with my own oldschool statemachine stack based 3d ogl type driver for the gfx.. and the z80 can send io commands to the mega and the mega takes care of my io stuff.

all pretty pointless in the grand scheme with the way technology has progressed but i now know far more than i ever thought i would.

@kirl how did those projects progress mate? they look really really cool!!! i cant belive i have been away for soooo long.

@fryer thats awsome mate!!

how are you generating so much depth?
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on December 22, 2016
Hi nino, that project sounds pretty cool, ive always fancied trying putting some hardware together. Would be great to see your results.

The thing I'm working on, it was kind of by accident. I was working on normal mapping by transforming the light and camera vectors into texture space and interpolating them across the triangle for diffuse and specular lighting with a normal map mostly using SSE code. Then realised i had the camera vector in texture space and could raycast through the heightmap of the normal map, pretty much like casting through a voxel height terrain. Turns out it's very similar to parallax occlusion mapping done in pixel shaders.
Title: Re: What are you working on at the moment?
Post by: ninogenio on December 24, 2016
ha!  :inspired: thats brilliant fryer!

ive messed around with tangent space bumpmapping in the past but never thought of raycasting through the heightmap! it really adds a lot of variance to the texture.

i think i might give that a little go myself.

i was planning to post some stuff with my experiments on the z80. i just need to organize everything ive done into something meaningful, atm its a mess of wires and probes with loads of various notes all over my desk lol
Title: Re: What are you working on at the moment?
Post by: Stonemonkey on December 24, 2016
I can imagine exactly what it's like, I used to build electronics stuff with various kits and breadboards. Mostly analog with some logic, never went as far as processors though.

It's surprising how simple the parallax mapping is to add, as long as your vectors are in texture space, it's just a case of casting the vector across each pixel until z>pixel height. Optimizing is more difficult and I've not really done that yet other than optimizing the loop as much as possible (using abrash's mmx trick for putting u and v together for texture lookup). But I need to look at the algorithm to see if there's any better way to speed it up.

The code is a huge mess but pm me if you want to have a look.
Title: Re: What are you working on at the moment?
Post by: Rbz on August 05, 2018
I'm still learning digital painting... :)

(http://www.rbraz.com/temp/batman512.png)
Title: Re: What are you working on at the moment?
Post by: inc. on August 05, 2018
Yes, not bad.  which program do you use?

Here are some digital paintings that i made in the past:

(https://abload.de/img/bulldogs_berlinsms72.png)
(https://abload.de/img/neu-547kdb.png)
(https://abload.de/img/unbenanntscun7.png)
(https://abload.de/img/a_close_upuqjw1.png)
(https://abload.de/img/soldierb2uds.png)
(https://abload.de/img/neu-1p0u2l.png)
(https://abload.de/img/preview_udgndudi.png)
Title: Re: What are you working on at the moment?
Post by: Rbz on August 05, 2018
I'm using ArtRage 5, it's cool painting program.
I've also tryed Corel Painter, which is awesome, too bad it's expensive for just play around, but who knows maybe one day.

Also your paintings are awesome 8)
Title: Re: What are you working on at the moment?
Post by: inc. on August 05, 2018
ArtRage is really cool. I bought it last year.  The pics are also painted with it :D

No need for Corel Painter.  I also use PhotoPaint since 1996 or so because i hate Photoshop,  don't know why.
Title: Re: What are you working on at the moment?
Post by: boogop on August 06, 2018
I'm working on small code in Turbo Assembler with a simple plasma lol. I was sucking pretty hard with a big list of sine constants until I happened on a sin generator in an old prod by insomniac/matrix. But he got it from wally/rage (?? the old amiga group?) and I need to examine it in turbo debugger, because I haven't got a clue how it's working. Comments by insomniac.

Code: [Select]

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
; CALCULATE SINE/COS - VALUES (Wally/Rage)
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
mov cx,783Fh ; don't ask me, I just use it..
xor si,si
plc1: mov ax,65497
imul cx
add si,dx
add cx,si
mov [bx],ch
sar byte ptr [bx],1
dec bx
cmp bx,16383
jne plc1

inc bx ; BX points to the sine/cos-values


Title: Re: What are you working on at the moment?
Post by: Rbz on August 11, 2018
@boogop: This is an interesting piece of asm code, and I've tried to convert it to C and I got this result below.
Not exactly sure if it is correctly but it seems to be working.

Quote
   short bx[16384] = {};

   short cx = 0x783F;
   char ch = 0;
   short si = 0;
   short ax = 0;
   short dx = 0;

   for(int i = 0; i < 16384; i++)
   {
      ax = -39;//65497;
      dx = (cx * ax) >> 16;
      si += dx;
      cx += si;

      ch = (cx >> 8 ) & 0xFF;
      bx[ i ] = ch;
      short b = bx[ i ];
      bx[ i ] = b >> 1;

      printf("%d    ", bx[ i ]);
   }

If you want to investigate further please open a new thread for it on a proper coding section, I'm sure people will like to try this.

I've attached part of the numbers I got and an image of those points plotted on x coordinate.
Title: Re: What are you working on at the moment?
Post by: inc. on August 15, 2018
i can provide a sinus generator for windows:

(https://abload.de/img/neu-4fbpt3.gif)

it calculate your values and give a preview. the output can be exported for further usage in C or C++. I used this Gen. back in the late nineties for Playstation 1 C++ coding for Sinus Scrollers and effects / wobbler :D
Title: Re: What are you working on at the moment?
Post by: aNdy on August 18, 2018
Continuing my learning in PureBasic, so converting to PC a Cosine game called 'Blok Copy' that has previously been released on C64, C64DTV, Atari 8bit, Commodore PET.

Main engine all functioning, just working out a way to animate the blocks which involves building sprites on the fly and then moving them.  Getting there...
Title: Re: What are you working on at the moment?
Post by: Kirl on September 28, 2018
Wow, Rbz and inc, those drawings are awesome!

Cool project aNdy, i love all things retro.

Im working on nothing atm, nothing to report... Thanks for a bit of inspirational zest!  :cheers: