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What are you working on at the moment?

Started by Shockwave, October 28, 2006

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Xetick

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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Raizor

Quote from: Xetick 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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combatking0

#462
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.
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jace_stknights

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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ferris



Little concept demo for TRSAC in the making :)
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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Raizor

Looks cool Ferris! Can't wait to see it in motion :)
raizor

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Rbz

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Raizor

Quote from: jace_stknights 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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Shockwave

Shockwave ^ Codigos
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Kirl

@ 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:
www.kirl.nl
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ferris

QuoteI'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:

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
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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Raizor

raizor

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Kirl

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?

Quote from: Ferris on October 23, 2011
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
www.kirl.nl
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ferris

QuoteDo 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:
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.
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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combatking0

#475
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.
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benny!

Quote from: combatking0 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!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Kirl

#477
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.
www.kirl.nl
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combatking0

#478
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.
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benny!

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 ...
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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