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Messages - nuclear

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1
Why no voting? There need not be prizes, but having a competition adds to the fun I think.

2
The OpenGL implementation is free to split quads into triangles any way it prefers, or not split them at all if it supports directly rasterizing quads. In this case your VM's OpenGL implementation happens to choose to split your quads in a different way than your native graphics card driver. If you want consistent results across different implementations, stick to triangles.

3
I assume that the standard DirectX redistributable package, contains all such dlls: https://download.microsoft.com/download/8/4/A/84A35BF1-DAFE-4AE8-82AF-AD2AE20B6B14/directx_Jun2010_redist.exe

4
Hi Nuclear, Thank you for participating on this compo!

I've only watched the youtube video, can you please include all non standard win32 DLL library files?
Downloaded freeglut.dll and glew32.dll but it still complaining about pthreadvc2 and openal32 and I just give up :(

Anyway, nice work!

Hello!

Every dll you mentioned is in the lib directory, and should find them automatically if you just run the RUN.bat file I've included. Don't go into bin and run the executable directly, it won't even find the data files if you do that.

5
shot

Hello! Here's my entry for the halloween compo :) It's just a simple effect with acompanying music. I've only compiled it on GNU/Linux for now, but I'm going to port it to windows asap and post a youtube video later tonight.

Consider this a party-version, releasing it now just to catch the deadline. I'll post a proper v1.1 archive after I'm finished with the multiplatform versions, which will include build instructions, dependencies, proper license info etc.


Edit: OK! releasing the final version!
Includes full source code and compiled binaries for linux (64bit) macosx (64bit) and windows (32bit vista+):

Download links:

Youtube video capture: https://www.youtube.com/watch?v=lUSsbC0b_v4

Let me know if you have any issue running this.

6
Ok last time I didn't do anything, but I think I'll make something for this one, even if it's just a bouncing amiga-ball :)

7
Ok this time I'm definitely in. I got an awesome idea while discussing this topic with Optimus. I'll try hard to find some time to actually do it.

8
Awesome, another compo at last :) I'll try to do something...

9
C / C++ /C# / Re: jelly vector / dragon ball
« on: April 24, 2013 »
yeap.

10
C / C++ /C# / Re: jelly vector / dragon ball
« on: April 22, 2013 »
The classic jellycube effect absolutely DOES NOT work by subdividing the cube into many polygons. That would be too computationally expensive for the era we're talking about.

What you do, is a simple rotation of a regular six-polygon cube, but you keep a few frames of the area covered by the cube in a crcular buffer. Or even you precalculate the whole rotation animation and keep the frames. Then when it's time to render, instead of blitting all the scanlines from a single frame, you pick a different frame for each scanline, which means that each scanline has a delta-time offset from the previous one.

If you only rotate the cube around the Y axis instead of full 3D rotation, you only need to keep a single scanline from each frame anyway, as they are all the same.

The whole effect it's essentially extremely similar to the traditional swirly column effect if you know the one I mean.

11
C and C++

12
Congratulations to Combatking and Nuclear for 2nd and 3rd places respectively and to everyone who participated in the challenge and voting.

Thanks for my part. It was rather fun, looking forward to the next challenge :)

13
I don't know if the term "these days" applies to 14 years ago when I discovered the demoscene, but since it's different than the way you describe I'll tell you how I did it.

It was when I started experimenting with graphics programming for the first time, so I was scouring the internet for tutorials and articles about all kinds of things like rasterization algorithms, clipping, camera transformations, curve interpolation etc. And it was then that I stumpled upon the webpage of Submissive/Cubic, which had tutorials on graphics algorithms (especially I remember reading about camera transformations and bezier interpolation from his site back then). From then I went on to Cubic's web site where I found their demos.

From there I ended up on usenet. Back then a lot of demosceners where hanging on the comp.sys.ibm.pc.demos newsgroup, where I met my first contact with my local demoscene community (greek demosceners), which was optimus :)  Having people nearby helps any hobby to really take off :)

That was all a long time ago, so I'm not really answering how people do it "these days" I know... but I'm not even sure they do...

14
Challenges & Competitions / Re: [UDG] Afternoon Voyage
« on: February 24, 2013 »
Very nice and colorful. Reminds me of a spectrum demo I once saw, I think it was called bomb or something. That demo was the first thing that popped in mind when you first posted the rules for the compo.

15
Challenges & Competitions / Re: [UDG] purple.fUDGe
« on: February 23, 2013 »
Indeed the windowed version runs just fine. Really nice chiptune btw. Cheers.

16
Challenges & Competitions / Re: [UDG] Printblobs
« on: February 23, 2013 »
Are the metaballs made out of marching cubes?

Yes, I'm using my marching cubes polygonization library which is included in the code, but also separately available here:  http://nuclear.mutantstargoat.com/sw/metasurf/

17
Challenges & Competitions / Re: [UDG] purple.fUDGe
« on: February 22, 2013 »
Hello, just wanted to help you out with debugging a bit.

You're trying to set video mode 320x240... no modern system is going to manage that, so the videomode setting fails, you're not checking for failure and you crash with a null pointer indirection later on.

At the very least offer a windowed mode, and preferably upscale your 320x240 framebuffer to 640x480 before showing it.

18
Challenges & Competitions / Re: [UDG] Printblobs
« on: February 22, 2013 »
Thanks all. Music would be nice sure, but I'm not a big fan of scrollers, find them boring.

Btw try hitting 'b' to remove the 8x8 blocky rendering limitation (i.e. letting the halftone shader do it's work in the original full resolution). I think it looks much better that way. In fact I think by adding 3 more layers of this effect staggered slightly, one for each of the rest of the CMYK colors, will make a nice comicbook printing effect.

19
Challenges & Competitions / [UDG] Printblobs
« on: February 20, 2013 »
Hey everyone!

I hacked something together for this compo. It's a bunch of metaballs (and metafloor :) rendered with a halftone dithering technique (implemented as a pixel shader).

The full source code is included, released under the terms of the GNU GPLv3 (or later), see README and COPYING for details.
The code is cross-platform and should work everywhere, linux (32 & 64bit) and windows (32bit) binaries are included in the archives printblobs.tar.gz and printblobs-win32.zip respectively. Apart from the different binaries (and the fact that the windows package contains some dlls), both archives are identical (same source code).


20
My last blog post seems like a good fit in this section, here it goes:

http://codelab.wordpress.com/2012/11/03/generating-multiple-sample-positions-per-pixel/

It describes methods of generating multiple sub-pixel sample positions within the area of a pixel, for doing anti-aliasing, and monte-carlo rendering techniques in ray tracers.

I've written a few more tutorial-ish articles in the past, I'll post more of them here if there is interest.

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