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Topics - Optimus

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1
Challenges & Competitions / [UDG] Alzheimer Blocks
« on: February 24, 2013 »
Ok,. tonight my friend Nuclear told me to my shock that the competition is over.
Somehow I was thinking that the deadline was at 26th. To my bad surprise I've been remembering wrong. Thus the title of this post. Which is not a submission, just a preview of what I was working on. So, no need to add this to the compo, it's over now and it's not what I wanted to participate with.

Pitty, because I was thinking to add some music and additional parts in the next days, to put more effort than my usual entries. The preview is just the tiles I generated (rotated cube and sphere, not so visible) and a test effect with these (slowed down too for the blocks to show). It was going to be fun and cool if I didn't had the date wrong :(

p.s. Lately I had so many things in my head, applying for jobs, waiting from results from interview, there was a 26 submission for a job application and I guess I mixed it up in my head :P

2
Challenges & Competitions / [SPOOKY] Alone in the Park
« on: October 30, 2012 »
As I was replaying the classic game Alone in the Dark these days, I decided to make something like a parody of zombie infestation in a similar low polygon with flat shading fashion.
Everything is procedurally generated, benches, trees, zombies, ground.. well mostly from lot's of glut object definitions. Zombie sounds are changing in pitch and distance. There are only few things I wanted to improve (something in the sky (stars, moon), orbs floating, cricket sounds, testing collisions of zombies with benches) but that would require more work and I will be busy the next few days with something else. So, I decided to release it as it is as I am already happy enough about it :)

p.s. I am also using for the first time the OpenAL library for sound. There are three zombie sounds that I made myself and I mix them in 3 sources (strangely enough, OpenAL here doesn't allow me more than 3 sources, which is too little. Other people were complaing about 24 or 32 limit, but mine is much worse. Pitty, I would have added some cricket sounds too, but I'll leave it for now)

3
Challenges & Competitions / [CUBES] FxCubes
« on: May 15, 2012 »
Time has come to release my own simple contribution.
As always, no time or motivation to polish with more stuff in the background, a music playing or a scrolltext, just the main effect I wanted to code.

It is something I wanted to tried many times before (I have already seen it in demos though), a 3d grid of shrinking and fading cubes, two effects running on the grid (if you let it run for a little while). I even use some shader to fade near the edges of each single cube and give lighten electric edges like tron or something. I could have used a texture but I like this direct shader method.

Enjoy!

4
Projects / Fun GLSL Sandbox multiple effects screen
« on: December 27, 2011 »
Ok,. if you know http://glsl.heroku.com and can code shaders go there it's fun. Galleries of funny things, lot's of inspiration.

I decided instead of trying to code a single effect to make screen compartmentalisation and do a crazy shit with many effects calculated in a single shader code all at once. I was coding this crazy thing for 3 days. Still fast enough in my GTS 450 GeForce. I can't believe I finished this and the shader code didn't reach memory limitations yet :)

http://glsl.heroku.com/e#886.0 (zoomer mode)
http://glsl.heroku.com/e#888.0 (rotozoomer mode)

5
Challenges & Competitions / [TINYC5] CRA5TASTIC
« on: December 25, 2011 »
Hi!

I was normally not thinking about taking part in this compo, because I am not familiar with javascript or web developing but right the last two hours I have checked the tutorials and example framework and said why not?

It's not a serious entry, I just wanted to participate in the compo with the most I can do in a limited time. I thought of the title craptastic and then decided cra5tastic to match more the name of the library. Of course I don't mean that the lib is lame, it's only my entry that is crap :)

I really enjoyed my first try in coding anything javascript related. The lib is simple and great, gonna use it in the future too. I just need to familiarize more with javascript and find a debugger :)

6
So, here it is! My friends are a bit late for LAN party, my cat is sleeping and I had some time to halfly finish at least my proof of concept.
I wanted to reproduce the corny videos of UFOs in youtube, showing little camera shaking, zooming, scratching noises, people shouting "WTF" and stuff. I normally wanted to script many different UFO experiences from typical UFO lights to the Norwegian spiral, fade from one to other, maybe some scary text, quite scripted stuff, but anyways I did the most part of a single scene to show my concept. It can be better and I might work for it in the future for a demo entry or a screensaver. It's an old idea I had before even finding about this compo.

I have just seen there is another UFO entry from another contestant posted. Today will be fun :)

7
So here it is!

Code is based on an old abandoned game project I never finished.

This was inspired a bit from an old qbasic code I've found where circles were connected with nodes in a string model. In my example it's blobs connected with strings (the strings are not visible here).

If these blobs are sattered enough, connected strings break. This way you can shoot frantically at the big falling blobby masses and rip them apart. Just try with the mouse.

I initially wanted to add some particles and make some interesting falling shapes but the code is so old unorganized C code that the best idea will be to rewrite carefully the whole thing in C++ for a future game project.

Enjoy!

8
Challenges & Competitions / [LIQUID] Water3D
« on: February 26, 2010 »
Hello!

This is my attempt to do the classic 2D water ripples effect but in a 3D grid this time. I had to take the old algorithm that uses a filter and make a 3d version of it and try taking more neighbors in 3d space and different combinations till I get something that looks ok and doesn't flood. Normally I could research more on it to see the maths behind the balance for 3D but I don't have much time. I am still very happy with how the effect looks. It's 112*112*112 voxels (well, dots) and around 22-25fps here (I also stall it to 25 because if it goes too fast it doesn't look good).

9
Ok, maybe this is stupid but.. I don't know which options are necessary to change and I can't be sure whether the final result WILL be compatible. That happens when you take a framework that is supposed to do the job for you and you don't initially care.

I have released this 4k here. I used one the 1k/OpenGL framework from iq's page. Someone asked me to include a compatible exe and so I thought it would be a good idea and also learn how to do this for my next intros in the future.

At first I thought to compile the debug mode but then the compatible exe would be like a big 300kb file inside the zip archive which is lame. Then I thought to use compression mode INSTANT but this was a lame idea because it's not the compression that creates incompatibilities but the tricks with the small final exe maybe? Then I used the old linker, of course I got some errors, I had to change the entrypoint (I also copied the winmain function header from the debug code on the release code where it says void entrypoint()) . Somehow I feel now that this way it will be compatible, but I don't know. Is there anything I am missing? Also, I remember that the compatible exes from 4k are something around 8-12kbs. But here it's 60kb (I have optimize for size /O1 enabled and favor small code settings). Not a big problem but maybe I am missing something. I then tried to compress that file with UPX but it compresses 0.0%. Strange..

Is this ok way to make a compatible exe from the 4k framework or should I change more things in the project release propertries? (I am on VC9 btw)

10
C / C++ /C# / Music in 4k?
« on: January 07, 2009 »
Hello.

I am planning to do some 4k intro, I've started with some framework but I think I will need some help or suggestions concerning the sound. I know shit about sound coding. Before that I was using some music library to play a mod or mp3 and never thought about it. But for my 4k it's essential to start learning how to do it myself.

What I want to know is what kind of technique do most people use to generate and play music in 4k (Are they generating the instruments and the song? is it midi playback? do they use some instruments from the system or do they have to create them with code?). Is there a tutorial or example codes about this?

I don't know anything about it and I don't know where to start. But I see even 4ks from newcomers in the scene have music so it mustn't be that hard..

11
Challenges & Competitions / [LED] Led on Led fail
« on: December 15, 2008 »
Initially I had a different idea for this one. There is a wolfenstein made of LEDs and effects in the wall. Most of the walls and effects do not follow the idea I had initially in mind. To go near one of these effect walls and see that they are also made up of LEDs. LEDs inside LEDs. Only one kind of wall follows this idea, the one with some fuzzy blinking lights, just go and stick near that wall and see the main LED pixeled gfx in big, made up from smaller pixel gfx LED that makes the whole primary display. Like secondary displays inside primary ones. It never worked well with the other effects and I couldn't draw a good led in just 4*4 pixels.

The demo is a bit interactive. You just have to use the arrow keys to move around the maze and see all the effects. Hope you like it. It was great for my to code this one after so much time of inactivity. Well, I should be studying or searching for a job now :P

p.s. The primary display is deliberately damaged (has malfunctioning lines). Each LED has it's unique R,G or B color as stated in the rules, just changing the shades. I hope I didn't screw up with some other rule.

12
I thought to try the other combination. If not both of the restrictions are necessary then I think the other half remaining would be a high res thing with just 4 colors. Maybe not so oldschool as the lowres thing but I decided to try something I had in mind.

It's just an effect with shifting chess arranged colors, where the high res of the think hide the fact that it's just 4 colors and not 7 (well the most possible combination is 9 or 10 I think but no time). Just press screen to check a screenshot. Well, it would be even greater if I had time to make some more colors and interpolate between them at each frame (4 colors at once but I could circle the pallete). Pitty I don't have time because it would look greater. And maybe I could fix the bad edges there. At least I am happy about the colors :P

That's it. I have to go out now, no more time to improve this..

13
I have seen that it's allowed to use only one restriction, like high res with 4 colors, or low res with as many colors as you have. Is that right?

Then this is a lowres attempt (160*120) but not been restricted by the color. I wanted to do something with WU pixels.

It's the first time I try to code something tiny in software. It's less than 2k. Just to give the credits, I use the ddraw framework from iq/rgba. I might use it for my next entries too. No more additional SDL dll, just pure size :)

p.s. Maybe I'll try highres with 4 colors for my next. If I got right the rules?

14
Challenges & Competitions / [REDUCED RES] Tunnelaki
« on: August 06, 2008 »
A lame attempt with an unoptimized freedirectional tunnel I just coded and rendered in lowres so that it goes fast enough :P

Just 160*120 and 4 colors. I would like to try some dithering or anything but maybe in my next entry..

15
C / C++ /C# / DevC - TinyPTC (urgent help needed)
« on: July 23, 2008 »

I am preparing an intro from Euskal. Actually it was a demo that I try to crunch into 64k and it happens but at 99,9% I got a problem that could cancel everything I have done so far :(

1) Urgent need of TinyPTC compiled for gcc/DevC/windows. I can't find this! I found one tptc lib that relsoft provided, but when I finish and finally crunch under 64k and all my adventures are finished,.... arghhh IT DOESN'T GO FULLSCREEN, because the provided lib is only the GDI version of TPTC and there is no DDRAW or other version that can go fullscreen there, also I don't have time to see how can I compile TPTC for DevC. I want something fast and easy because my whole 64kb attempt will blow in the air just because NO_FULLSCREEN (and I got through adventures to squize, manage minifmod, find exe packers, etc... to be blown away because NO_FULLSCREEN. I have tried #define fullscreen thing on tinyptc.h but it doesn't work because GDI only)

PLEAZ. Someone must have done a fullscreen TPTC project in DevC++ windows in the past. Someone might have the lib and a files and the main h or source code it needs. Or a link where they are provided! Or a Devpak for tptc anywhere?

2) I did the attempt to port my project on Visual Studio 2008 with the good TPTC. And I get the most WTF error ever. Where I have int i; or for (int i=0; i<... etc etc, it tells me he can't find the int type. (WHAT?). In the original TPTC project you have to place the ints outside globally, like static int i; and only this way it works. But no time to place all the variables out of my project as static. That would be stupid. Why does this happen? Is it because tptc does something?

3) Of course if you have something for 1 I don't need to go to 2. The project is 99,9% ready, I just need to get the proper tptc files for devc and pray. Pitty to not release this as intro because it mostly fits as intro.

If you know something..

16
Phew..
This is my first attempt to make a raytracer.
It's not optimized. It has few bugs.
There is a plane, a sphere with perlin noise and simple lighting based on normal (no lighting models with specular and stuff yet).
I really like how it looks! Glad to have finished this one in time..

17
Projects / Voxelplasma
« on: April 01, 2008 »
I just decided to try coding a heightmap voxel landscape from scratch. I tried several time ago but I couldn't make it look good so I decided to try again more carefully. This is the first ok looking voxel I code and I have added some bonus test, the map is generated by some plasma function (maybe I should try to load some good landscape data) and so I call it again with new parameter to animate the voxel field like a plasma. Look cool!

The source code is in C and it's inside the archive. Just check the fx_voxel.c/h and forget about the rest. They are just few sources with additional functions in my new project template I am still building and I might be using in the future for coding. The voxel code is only in fx_voxel. Also, I know it can be optimized some more..

Try using the numeric arrow keys to move around (might need to press the num lock). Also you will see the little bugs where the edges of the map are not connected properly with their other sides. This is just a test!

http://optimus.demoscene.gr/dbf/voxelplasma.zip

18

I have seen no entries yet on this great competition so I thought about finishing mine. Well, uses the same effect once again but my initial thought was not about the plasma itself but to try some crossfades with smooth edges between images (it could be polar effect, perlin, or anything else except plasma) and trying it out with a plasma was what first came in my mind.

I have included a download:
http://optimus.demoscene.gr/dbf/plasmagirls.zip

p.s. So, is anybody else coding for this competition?

19
Challenges & Competitions / [2BUTTON] Plasmafield
« on: February 24, 2008 »
I decided to try something for the 2 button competition. And since I'd love to use demoeffects in games I made something that I am not so sure how playable it is but try it. Simply use the left and right arrow keys to change the direction of a plasma effect with gaps inside it and try to move it so the falling blobs won't touch the blue plasma field and only go through the plasma gaps. I don't know how fun that is but I wanted to contribute something :P

20
Projects / Flowz
« on: April 22, 2007 »
This is my 1st 1kb intro ever. Heh  :||

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