Author Topic: What are you working on at the moment?  (Read 136780 times)

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Offline Kirl

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Re: What are you working on at the moment?
« Reply #740 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/
www.kirl.nl
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Offline Kirl

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Re: What are you working on at the moment?
« Reply #741 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...  :-\

<a href="http://kirl.nl/colorizer.swf" target="_blank" class="new_win">http://kirl.nl/colorizer.swf</a>
www.kirl.nl
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #742 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
« Last Edit: October 18, 2014 by hellfire »
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Offline Cubed

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Re: What are you working on at the moment?
« Reply #743 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:

Offline Xetick

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Re: What are you working on at the moment?
« Reply #744 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!
Plane9 - Home of the Plane9 3d screensaver/music visualizer
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #745 on: April 29, 2014 »
Awesome, looks like a complete commercial game!

Thanks Xetick!
That was our goal, actually. Just without the money aspects :)
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Offline Kirl

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Re: What are you working on at the moment?
« Reply #746 on: April 29, 2014 »
Wow, awesome work! Apart from digdug, you could not have chosen a finer game to remake! :)
www.kirl.nl
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #747 on: April 29, 2014 »
...and if you like it put a thumb on it! :)
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Offline CoDeMaN

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Re: What are you working on at the moment?
« Reply #748 on: April 29, 2014 »
Looks really good but wont work for me :(

Offline Clyde

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Re: What are you working on at the moment?
« Reply #749 on: November 06, 2014 »
I've played Dynablaster Revenge, and it's truly awesome!!!
And Kirl, looks fab :)
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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Offline hellfire

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Re: What are you working on at the moment?
« Reply #750 on: November 29, 2014 »
Trying a new platform...

The stripes in the background show the time required for each function (in raster lines).
« Last Edit: December 08, 2014 by hellfire »
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Offline Kirl

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Re: What are you working on at the moment?
« Reply #751 on: December 03, 2014 »
GBA Niice!  :clap:
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Offline ninogenio

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Re: What are you working on at the moment?
« Reply #752 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 :)
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #753 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!
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Offline ninogenio

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Re: What are you working on at the moment?
« Reply #754 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
« Last Edit: December 09, 2014 by ninogenio »
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #755 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...
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Offline Optimus

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Re: What are you working on at the moment?
« Reply #756 on: December 15, 2014 »
Trying a new platform...

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?
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Offline hellfire

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Re: What are you working on at the moment?
« Reply #757 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.

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Offline Optimus

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Re: What are you working on at the moment?
« Reply #758 on: December 17, 2014 »
Still amazing for 2 frames!
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Offline Baudsurfer

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Re: What are you working on at the moment?
« Reply #759 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...