Author Topic: What are you working on at the moment?  (Read 140465 times)

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Offline Xetick

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Re: What are you working on at the moment?
« Reply #460 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.
Plane9 - Home of the Plane9 3d screensaver/music visualizer
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Offline Raizor

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Re: What are you working on at the moment?
« Reply #461 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 :)
raizor

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Offline combatking0

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Re: What are you working on at the moment?
« Reply #462 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.
« Last Edit: October 16, 2011 by combatking0 »
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Offline jace_stknights

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Re: What are you working on at the moment?
« Reply #463 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  ;)
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Offline ferris

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Re: What are you working on at the moment?
« Reply #464 on: October 22, 2011 »


Little concept demo for TRSAC in the making :)
http://iamferris.com/
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Offline Raizor

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Re: What are you working on at the moment?
« Reply #465 on: October 22, 2011 »
Looks cool Ferris! Can't wait to see it in motion :)
raizor

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Offline Rbz

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Re: What are you working on at the moment?
« Reply #466 on: October 22, 2011 »
What Raizor said!  8)
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Offline Raizor

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Re: What are you working on at the moment?
« Reply #467 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 :)
raizor

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Offline ferris

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http://iamferris.com/
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Offline Shockwave

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Re: What are you working on at the moment?
« Reply #469 on: October 23, 2011 »
Shockwave ^ Codigos
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Offline Kirl

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Re: What are you working on at the moment?
« Reply #470 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:
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Offline ferris

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Re: What are you working on at the moment?
« Reply #471 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
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Offline Raizor

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Re: What are you working on at the moment?
« Reply #472 on: October 23, 2011 »
What Shockwave said :)
raizor

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Offline Kirl

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Re: What are you working on at the moment?
« Reply #473 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
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Offline ferris

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Re: What are you working on at the moment?
« Reply #474 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.
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Offline combatking0

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Re: What are you working on at the moment?
« Reply #475 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.
« Last Edit: October 29, 2011 by combatking0 »
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Offline benny!

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Re: What are you working on at the moment?
« Reply #476 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!
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Offline Kirl

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Re: What are you working on at the moment?
« Reply #477 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.
« Last Edit: October 28, 2011 by Kirl »
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Offline combatking0

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Re: What are you working on at the moment?
« Reply #478 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.
« Last Edit: October 29, 2011 by combatking0 »
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Offline benny!

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Re: What are you working on at the moment?
« Reply #479 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 ...
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