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What are you working on at the moment?

Started by Shockwave, October 28, 2006

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Stonemonkey

I'm trying to put some things together into one big library to see what I can do with it all, just got some fire going and applied it to a starfield.

hellfire

#501
Played a bit with Doob's GLSL sandbox.
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benny!

Quote from: hellfire on February 25, 2012
Played a bit with Doob's GLSL sandbox.

Hmm .. just shows a gradient grey background ...
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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hellfire

Quote from: benny! on February 26, 2012Hmm .. just shows a gradient grey background ...
To be honest I've got no idea what the system requirements for webgl are.
I just adapted one of my shaders to fit the sandbox layout.
Strangely, after it was running fine in Chrome, it refused to work in Firefox until I removed one of the loops...
Did it show "compiled succesfully"  ?
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Raizor

It worked fine for me in Chrome when I looked at it. Very impressive, and runs nice and fast too.
raizor

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Shockwave

I got the same as Benny, strangely though your other example in the gallery worked.  I probably need to update Chrome.
Shockwave ^ Codigos
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hellfire

Quote from: Shockwave on February 26, 2012strangely though your other example in the gallery worked.
That's just a version of my entry edited by someone else.
Funny :)
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benny!

Strange, both are compiled successfully - but both versions show a grey gradient only. Seems like this the following line 155 is never true:


if (t < THRES)


Hmm ... did not understand this function anyway:


// find the nearest intersection point of the ray with the scene
float intersectScene(vec3 p, vec3 d)
{
   float t= THRES;
for (int i=0;i< BALLS; i++) {
t= intersectSphere(p, d, sphere[i], colors[i], t);
}     

   return t;
}


Seems like you return the intersectSphere value of the last ball anyway ... yawn... or maybe it is just too early for me ;-)
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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hellfire

#508
Quote from: benny! on February 27, 2012
Hmm ... did not understand this function anyway:

// find the nearest intersection point of the ray with the scene
float intersectScene(vec3 p, vec3 d)
{
   float t= THRES;
for (int i=0;i< BALLS; i++) {
t= intersectSphere(p, d, sphere[i], colors[i], t);
}     

   return t;
}


Seems like you return the intersectSphere value of the last ball anyway ... yawn... or maybe it is just too early for me ;-)
6:23am is indeed very early :)
The ray parameter "t" (as in origin + t * direction) always contains the shortest distance to the yet intersected objects.
And it's fed back into the "intersectSphere" function to discard intersections that are further away.
So after the loop it contains the point on the ray which is closest to the camera (or "THRES" if nothing was hit).

As I had successfully tried this with different browsers, browser versions and OSes, it's probably just an ati vs nvidia thing again...

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benny!

@Hellfire:
Thanks for explaining that... I just tested the code on my  PC @ work (NVIDIA) and it works like a charme.

Well done! Looks pretty cool ... is this the first step for you doing some javascript stuff, too ;-)
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Pixel_Outlaw

Quote from: hellfire on February 25, 2012
Played a bit with Doob's image .



What a lovely set of balls. :xmas:
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ttemper

Slowly learning with a heap of help from you guys on here... just thought I'd post what I've got going on so far (It's basic). I have many many ideas to put into action still. Slowly but surely.

Attachment is UPX Packed.

copse

About a month ago I wrote some OpenGL code to make a retro-flat-shaded game engine.  Next step is to upgrade the OpenGL to be shader-based, rather than the old-style.  Then to extend the functionality.

benny!

Looking awesome, copse.

Reminds me a bit on the Amiga game called Virus/Zarch.

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

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ferris



A current WIP for a certain party in Easter. Gonna be an invite so I'll actually have to finish it this time too :P

There will also be a huge-ass Displayhack article on it after it's done describing workflow/custom tools/effect implementations/why it's going to be open-source :)
http://iamferris.com/
http://youth-uprising.com/

Where the fun's at.
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Pixel_Outlaw

Quote from: benny! on February 28, 2012
Looking awesome, copse.

Reminds me a bit on the Amiga game called Virus/Zarch.


That seems almost impossible to play with any accuracy. Amazing graphics though!
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Kirl

Had the same thoughts, looks really trippy with the small field of view!

Excellent and inspiring stuff all!  :clap:
www.kirl.nl
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copse

Quote from: Kirl on February 28, 2012Had the same thoughts, looks really trippy with the small field of view!
Yeah, the field of view is an interesting legacy from days of limited processing power I guess.  There's a nice remake of Virus available here with Basic source, which has the option to switch cameras to and from the small field of view to other options.  The controls for Virus were too hard for me..

Kirl

Excellent, thanks for the link copse, the game really rocks!  :updance:
Played it for a few mins but will defenatly revisit it. The controlls work much better then I had expected them to actually.

Are you going for something like this?
www.kirl.nl
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copse

Quote from: Kirl on February 28, 2012
Are you going for something like this?
Only as inspiration in terms of the retro look.  Zeewolf is more of an inspiration to me than Virus/Zarch, even though I never played either.  Once I have it shader-based with shadows, I'll add some more game-like elements and then start experimenting with variations on the look.