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What are you working on at the moment?

Started by Shockwave, October 28, 2006

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Vordux

Just finished my crappy Lundum Dare #24 entry. Some huge issues relating to the camera and I didn't create any indication for what number each continent was, so it is hard to navigate at times.
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15280

When is the next demo coding compo on dbf?

Clyde

#621

Looking and Sounding Cool everyone!! :)


Sounding great Rbz! :D

That looks really clever and cool Vordux!

It's a shame I can't run a lot of stuff as it uses geometry shaders.
I've tried upgrading my PC to more recent models, but they run to hot in my machine. When I win the lottery am definatly investing.

Gravity is working on stuff - even though haven't been active much at all. I've had to put coding and learning on hold through most of the year as I've had Uncle duties to attend to, and my back doesn't do me any favours either.

Hope you guys and girls are all OK, and looking forward to seeing some new productions.

Cheers!!
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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Vordux

Appreciated Clyde, it was great fun to make it. My house mate and fellow programmer made one of the entries(V.E.N.A) for the GBA, he has all his library source code up and it's pretty well put together; a good read.

Looking forward to seeing your new production and work, I am always excited to see new material!

I am working with Opengl 4.3, specifically putting a math library together, I don't know where I am taking this project, but I'll keep working on it and implementing features.

My Amiga 1200HD is getting setup, currently getting a composite - VGA adapter, be nice to go back to my childhood again!

Kirl

#623
Very cool stuff rbz, lovely example tunes too!  :clap:

@ Vordux
Pics look really interesting but I couldn't run the file because d3dx10_43.dll was missing. :(


I'm playing around with flowfields as mentioned on the previous page. Trying to turn images into a nice whispy cloud of particles and it's working quite well. It's great for faking fast and convincing fluid dynamics (and much easier then the impossible Navier-Stokes equations which I still refuse to give up on :D).

Attached a pic of earth being demolished several times and tracing the particle paths. And a bunch of generated cables which remind me of those tentacled thingies from the Matrix.
www.kirl.nl
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Raizor

Those look great Kirl. Are the done in Flash?
raizor

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Kirl

It's Flash, so the number of particles can never be enough, but it's interesting to see how close I can get to dust while keeping a decent fps. Got a bunch of interesting ideas too.
Thanks for reminding me of this technique, got me coding again!  :cheers:
www.kirl.nl
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Raizor

Quote from: Kirl on September 26, 2012
It's Flash, so the number of particles can never be enough, but it's interesting to see how close I can get to dust while keeping a decent fps. Got a bunch of interesting ideas too.
Thanks for reminding me of this technique, got me coding again!  :cheers:

:D Good stuff. Looking forward to seeing it moving and flowing. Working on something like that myself atm. Hopefully it will look as nice as yours!
raizor

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jace_stknights

Marvellous! could be very nice moving on screen :D

For myself, I'm actually trying to finish 2 unreleased demos made in 1990-1992 on Atari ST/E. I've found some source code on my old disk (there are still plenty of code  :D). The major problem is about the source code: the final versions are corrupted (hey the 3.5 disk are 20 years old) and I have to recode some parts... cool to make 68k in 2012!!!

The FUZION intro got a scrolltext in full overcan at left-right-botton and the sprite rout is not as fast I can make it now (but it is supposed to be the original intro :P, so no code generating rout  ;D). There is still about 25% cpu left (mainly in the overscan rout, I have to fill the nops), it was to display the "game menu selection".
The STK intro has got a very poor story: it was one of the very first Atari STE demo in the time, made for the PHALEON Giga Demo. But it has been censored by a member of Next, the crew who initiated the project. He wanted no other STE demo except his... son of bitch! The intro use blitter for all, and still got 50% of cpu left, after the parallax, the soundtracker (on ste you have to mix, etc, the sample, there is only ONE stéreo buffer for playing sound). Got also a low overscan. The final version was displaying sprites also, but I wasn't able to get the pic files working...

Why? for the No-Extra unreleased intros compil (#1, #2, #3)!
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Raizor

Cool stuff Jace. It's always lovely to find old stuff you made from years ago. I look forward to seeing the finished demos :)

After some messages with Hellfire, I'm trying to make my Sundowner intro as small as possible for a challenge. I've already got it down from 130KB to ~50KB. I'm hoping to shave some more bytes and hit my target of 40KB. Considering the included graphics, this is going to be tricky! Hellfire gave me some good suggestions though, which I can hopefully use. I can see how sizecoding can become quite addictive - hehe.
raizor

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Kirl

Commendable work gentlemen, enjoy reading about your endeavours!  :cheers:

I've been working on this little particle test to play around with various settings. There's a number of sloppy errors which I'll leave for another day; The function that decides if a tile should be drawn isn't very acurate and seams show when scaling the particles down (can be solved by letting all particles flow out of the screen).

http://kirl.nl/flowfield.swf
Click to change between image and particles
Ctrl to toggle noise map visibility
Up/Down arrows to scale noise
Left/Right arrows to change particle size
Space to toggle particle tracing.
www.kirl.nl
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jace_stknights

This reminds me the time we were making boot sector intro: only 384 bytes to make an effect!

I should really begin to try to make some nowadays stuff  ::)
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Raizor

Looking nice Kirl :)

Slows down quite a bit for me if I increase the particle size/count. I guess that's overheads from Flash. I like it when you change the image and the particles reform the new image - looks neat!
raizor

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jace_stknights

Great Kirl, runs really fast here!
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benny!

@Jace: Screenies are looking great, mate!

@Kirl: Groovy stuff!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Kirl

A little drawing toy I wrote on the ipad converted to Flash (still playing with flowfields :)). You can find the commented Lua code here. I actually prefer the ipad version for the multi touch and easy parameter controls.

http://kirl.nl/liquidLines.swf
Click and hold anywhere
Space toggles blend mode and screen fade.
Ctrl toggles noisemap visibility
Up/Down scales the noisemap/curliness
www.kirl.nl
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Rbz

Pretty nice effect Kirl, can you provide a link for this flowfield technique plz.
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Kirl

www.kirl.nl
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C3lt1c

OLD SCHOOL ROCKZZZ

Raizor

raizor

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Rbz

Thanks Kirl & Raizor, I hope I can find some free time this weekend to mess with it.  8)
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