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What are you working on at the moment?

Started by Shockwave, October 28, 2006

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Kirl

www.kirl.nl
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Raizor

I came across this just now when looking for info on noise fields. I've never heard of this before; looks very interesting.

Xetick, do you need to recalculate the noise field each frame?
raizor

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Xetick

Quote from: Raizor on July 15, 2012
I came across this just now when looking for info on noise fields. I've never heard of this before; looks very interesting.

Noise fields are really rewarding to add to a particle system since you get the effect of fluid/air dynamic for a fraction of the cost and you can move though the flow field as you see fit. Both forward and backwards in time.

Quote from: Raizor on July 15, 2012
Xetick, do you need to recalculate the noise field each frame?

Not really. But if you do you can simulate wind/turbulence.  If that is noticeable at all depends on the amount of particles. If you inject a lot in a static noise field you will clearly see pathsforms.

Worth noting is that in the post they use a single noise value and transform that into an angle. I found such a system complicated to control in a good way, at least in 3d. Part of the problem is that you put limits of how the particle is allowed to change its velocity. For example to be able to rotate from 359 deg to 0 deg you would have to rotate 'all the way back' or have a 'speed' of over 1.0.
My system gets 3 independent 3d noisefield values. It's a bit more to compute but you can easily control each axis by itself.

Plane9 - Home of the Plane9 3d screensaver/music visualizer
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Kirl

I've seen something similar a while ago and forgot all about it, it's a great idea! Haven't done much coding lately but one of the last things I worked on was particles too and this will be fun to try.

Thanks for posting Raizor (and Xetick)!  :cheers:
www.kirl.nl
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Raizor

Quote from: Kirl on July 15, 2012
I've seen something similar a while ago and forgot all about it, it's a great idea! Haven't done much coding lately but one of the last things I worked on was particles too and this will be fun to try.

Thanks for posting Raizor (and Xetick)!  :cheers:

Yeah, it looks really cool. I think I'll try something like this for my Sundown intro :)
raizor

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Kirl

#605
So I finally swallowed my pride and installed Flash CS5 to look into AS3, it's about time I guess...
I'm interested in publishing stuff for mobiles too.

I've got nothing interesting to show though, you'll just have have to take my word for it. :)


Can't wait to see what you come up with Raizor!
www.kirl.nl
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Raizor

Quote from: Kirl on July 15, 2012
Can't wait to see what you come up with Raizor!

Nothing like a bit of pressure Kirl ;) hehe
raizor

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Raizor

Quote from: Xetick on July 14, 2012
Just completed some updated to my particle system and also found a rather simple shader to generate a classic 'star' shader particle.
Uses air damping, noise based flow field, glow, FXAA and no textures

Xetick, did you find a shader that already did all this or just a start particle shader that you added to? Would it be possible to have a link to the one you found please so I can have a look at the code please?
raizor

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Xetick

Quote from: Raizor on July 21, 2012
Xetick, did you find a shader that already did all this or just a start particle shader that you added to? Would it be possible to have a link to the one you found please so I can have a look at the code please?

The shader just creates the star texture pattern and by "found" I mean I found it when trying to create it so no link. But the shader is rather simple.


float2 p2 = -1.0 + 2.0 * pi.tex, p;

// Rotate
float r = time;
p.x = p2.x*cos(r) - p2.y*sin(r);
p.y = p2.x*sin(r) + p2.y*cos(r);

// Create a star pattern
float4 c;
c.rgb = pi.diffuse.rgb*(1-saturate(pow(abs(p.x)*10*abs(p.y),0.5)))*(1-length(p))+(1-length(p))*0.2*(1-pi.diffuse.a);
c.a = 1;


The rest is a normal CPU based particle system and the glow and FXAA are post processing effects.


Plane9 - Home of the Plane9 3d screensaver/music visualizer
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Raizor

raizor

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Rbz

Working on tiny FMSynth using VST SDK, finally :)
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Vordux

In the day: Just finished a scene event manager, actor manager and animation manager for a flash game my company is working on, currently I am working on the AI and getting them to respond to player-activated events and act accordingly; getting the player mechanics to work fluidly with the animations.

In the evening: Opengl 4.0/glsl research.

Xetick

Last few days I have been trying to get a version of the Gpu Gem's atmosphere rendering to work. The idea was to create something like the Earth screensaver that exists on Playstation 3. As usual with these algorithms so isn't it a real problem to get the shaders to work. The problem is that you probably dont know they work since you set one parameter wrong and it looks like crap. For example the GPU gems version must be that exact size of planet. Any other ratio and the algorithm breaks down since he made it only for a earth like planet.

Plane9 - Home of the Plane9 3d screensaver/music visualizer
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Raizor

That looks bloody lovely Xetick! Just like a photo :)
raizor

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Kirl

Looks really awesome Xetick!  :clap:
www.kirl.nl
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Rbz

Quote from: rbz on July 27, 2012
Working on tiny FMSynth using VST SDK, finally :)
I think it's done (hopefully). :)

Here some examples:
http://www.rbraz.com/temp/Codigos_FmSynth_examples.rar
(Using 4klang example songs, just changed it's instruments.)

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Raizor

That's sounding pretty cool rbz :)

Is it a small synth aimed at 4k intros or something bigger?
raizor

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Rbz

Thanks :)

It's aimed for 4k intros, I don't dare to make anything bigger than this without a good musician to help me.  :)

Btw, thank you for not giving up your synth project, it inspired me to keep going with my little synth and fix it's bugs.
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Raizor

Quote from: rbz on August 05, 2012
Thanks :)

It's aimed for 4k intros, I don't dare to make anything bigger than this without a good musician to help me.  :)

Btw, thank you for not giving up your synth project, it inspired me to keep going with my little synth and fix it's bugs.

Cool :)

Glad you've continued with it, not sure I can really take much credit for that though, hehe.  If you ever decide to make a GUI for this, you're more then welcome to my code if it would be any use. The actual GUI and GUI logic in mine are all C# and I've made a few custom controls for knobs and sliders which you should be able to re-use quite easily/quickly.

Another question if I may? Are you precalcing the music or generating in realtime? 

raizor

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Rbz

#619
That built in renoise gui is so easy to use that I don't know if it's necessary to make another one, btw thanks for the offer and if I ever change my mind I'll let you know. :)

All sound is generated in realtime, both songs use about 6% of renoise cpu (6 tracks / 6 oscillators).

[edit]
If you mean the music in intro version, probably I'll be precalcing, much easier and tiny to do that way.
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