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Messages - Kirl

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481
General chat / Re: The Welcoming Committee
« on: November 29, 2011 »
:hi: rocketman413, robotics sounds really awesome, love to see a robot demo sometime! I saw this ballbot a couple of days ago and thought it was pretty cool.

482
Projects / Re: PixelFunk!
« on: November 29, 2011 »
Thanks for testing and the great feedback guys, I got a good bunch of new ideas from your comments! Will be fun to think of some interesting strategic enemies. :)

I've been thinking about a scrolling map (like in alien breed) but I'm not sure what to do with offscreen areas where stuff is still happening, like a fire for instance. I can't keep running all these offscreen processes and maintain performance, but it would be weird if processes stopped or dissappeared when moved offscreen. So unless I'll figure out how to solve things like that I'll keep the background static unfortunatly. I'll probably increase the window size though.

Yes, the fps is limmited to 30 fps max.

Thanks for the comments all! :)

483
Useful links / Re: Hi!
« on: November 28, 2011 »
Hello Pataarcy.  :hi:

Thanx a lot - coders RULE !
It's true...! :)

484
Projects / PixelFunk!
« on: November 28, 2011 »
Hello all, I've been working on quite an ambitious game engine sort of thing. Basically it's a sandbox with a destructible and rebuildable environment. What's especially cool, is that it's really a combo of everything I learned from previous DBF challenges.

- Liquids from the Liquid challenge.
- Fire, destruction and collision detection from the Destruction challenge.
- Bitmap editing from the Img Processing challenge.

All effects are rewritten, improved and hugely optimised. The liquid now collides with all shapes (instead of only squares in my liquid entry) and the speed is unaffected by the nr of wall shapes or the size of the environment! Impossible, but entirely true!
The fire is also hugely optimised by bringing the nr of particles way down, compensated with some simple trickery. Also made it a bit more cartoony to fit the style.
The destructable environment is now a bitmap instead of the slow, clumsily masked vector images I used in my destruction entry, this made a lot of other optimisations possible as well. Speed is now unaffected by size or number of shapes and debris color is now taken from pixel color instead of from predefined variables, which makes it much more flexible.

Ever since I started CGI, fire, smoke and liquid effects were notoriously hard to do (I'm talking still images, I wasn't even familiar with "real-time"). Even later with 3d animation software it remained a real challenge. So I'm really proud I managed these fairly decent, real-time effects with my very own code, of all things! Without the challenges I never even would've attempted something so foolishly impossible. So I owe a huge amount of gratitude to the DBF community for providing the bite-sized challenges and the motivation to learn all this!

Next impossible milestone: Understanding the Navier-stokes equations! :)

So without further ado: Kirl's PixelFunk <-- Reference to the hugely superior PixelJunk:Shooter for PS3. ;)

Up/down = accelerate / decelerate
left/right or mouse = turn ship
Ctrl = shoot
Space = change weapon
Shift = drill function (helps when you get stuck)
+/- = change nr of bullets (gun only)
Alt = draw random wall shapes

I'd love to hear your thoughts, I'm particularly interested in:
- How it runs for you
- What kind of game you'd like to see this become
- Your opinion on the experimental sound FX

485
Here is another absolutely fantastic RSA Animate talk which combines great talks wirth equally great explanatory animations. This one is titled Changing education paradigms:

http://www.ted.com/talks/ken_robinson_changing_education_paradigms.html

486
General chat / Re: The Welcoming Committee
« on: November 27, 2011 »
Hello nad77!  :cheers:

487
General chat / Re: The Welcoming Committee
« on: November 26, 2011 »
Hello copse, spathi and theron, welcome aboard!

 :hi:

488
General chat / Re: Birthday thread...
« on: November 25, 2011 »
Happy birthday Raizor!  :cheers:

490
Thanks all! :)

But you still forgot to remove one annoyance: Enya  ;)
lol, your opinion is wrong sir!  ;D

491
Projects / Re: The Cave
« on: November 22, 2011 »
Fantastic demo and it runs really smooth on my laptop!

Excellent work!  :clap:

492
Thanks for sharing that mind, excellent trick!   :clap:

493
Thanks ck0! :)

I have uploaded an updated version in which fixed most remaining little annoyances, including:
- z/depth wrapping, clouds wrap backwards as well now and don't dissappear when you're through them.
- Clouds fade out on aproach, so you don't pop through.
- Tweaked the lightning bolts and flashes a bit.
- Fixed the text size, a bug caused it to be a different scale on every flythrough

All pretty simple fixes I probably could've finished before the deadline, but at that point I was pretty tired of hunching over my screen. ;)

I also updated my first post with a bit of theory on how the effect was done. It's really simple and a lucky first attempt!

494
Congratz Rbz, Raizor and NeriakX! :clap:
I really enjoyed the beautifull, original and interesting phenomena covered by all contestants!

All things considered I'm really happy with 3rd, thanks for the votes all! I fixed a few little annoyances in my entry which I didn't manage before the deadline, unfortunatly I wasn't able to speed it up. I'll post the update in my entry thread as soon as I'm able to log into my website again.

@padman
If only you hadn't voted for me, good sir, we'd have another vote-off, we'll meet again though!  ;)

lol @ ck0! You did have one of the most interesting phenomenon in this challenge. Any word on your fluid space theory?

495
General coding questions / Re: Glow effect
« on: November 17, 2011 »
Thanks Raizor! You know it's good when you plan to take a quick look and next thing you know, you're putting some new ideas into code. :)

496
General coding questions / Re: Glow effect
« on: November 16, 2011 »
Kirl: Well, DisplayHack is easy for me to whore since I'm an author there, hehe. I don't know of many sites quite like it other than Flipcode, but that's a bit dated..
Pimp it, it's a treasure trove. I just read through the making of Numb Res by CNCD/Fairlight, I unsuccesfully searched the web for exactly that a short while ago!
 :cheers:

497
General chat / Re: Cool Game Pitch
« on: November 16, 2011 »
Peter Molyneux rocks, but I never know if he's deliberately over-selling or just over-excited. Lot's of cool ideas and experiments from his company though.

498
General chat / Re: Gold stars above people's names
« on: November 16, 2011 »
Haha! :lolup:

499
General coding questions / Re: Glow effect
« on: November 16, 2011 »
Thanks for the displayhack.org link Ferris, I just watched a few cool vids along with a bunch of amazingly interesting articles, and there seems to be tons more where that came from!

 :updance:

Absolutely fantastic resource, you got any more like that?

500
General coding questions / Re: Glow effect
« on: November 16, 2011 »
Looks like a Fresnel shader or some kind of inverted ambient occlusion. No idea really...  :-\

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