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Messages - fugue

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Projects / Re: The Cave
« on: November 22, 2011 »
benny!: Your comment made my day. Thanks!!

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Projects / Re: The Cave
« on: November 22, 2011 »
I don't want to defend the colour scheme. It was a colour scheme I put in initially to ensure that adjacent cubes have contrasting colours.

The engine only renders the quads that are "exposed to the air". When a cube is "carved out", it is marked as deleted and adjacent cubes are added to the render list (if they haven't been marked as already in the list) and the appropriate quad of these cubes is switched on. At render time, as the render list is traversed, cubes marked as deleted are routed around to drop them from the list.

There might be some fun getting the colours to do funky things in the cave, or having some surprising subterranean features uncovered as the cave is dug.

I wrote it using the Qt API, so it should readily port to linux. I will post teh codez shortly.

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Projects / Re: The Cave
« on: November 22, 2011 »
Thank you! :D

I haven't bought new hardware in years, so I code and run my demos on a laptop that uses nothing fancier than an intel graphics chipset. It seems to be more than enough for the sorts of universes I like to create.

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Projects / The Cave
« on: November 22, 2011 »
The Cave is a production I presented at Syntax 2011.

It uses the same "Demo Construction Kit" I made for wtf-atabimp, with the addition of a simple voxel engine and a clean up of the mp3 playing code. All voxel operations (such as "adding" and "carving out" voxels) are done in constant time, with the "housekeeping" of the voxel render list occuring at render time.

This demo is built on a framework that allows the entire demo to be driven by lua. The lua files are included, and can be modified freely. There is also a console available from the demo itself, providing a "live coding" environment which permits complete modification of the demo while it is running. There is an unmarked pane splitter at the bottom of the window which can be moved to reveal the console. The console now maintains a persistent session, so the command history is maintained between runs.

Thanks to cTrix for his wizardry in creating the awesome music for the demo!

Download

Enjoy!

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Thank you for all the replies and compliments!

Ferris: cTrix, Alih, Voltage et al are indeed awesome.

Ever since I saw Fluxus, I decided that everything I make must have a live coding environment. Thanks to the ready availability of some awesome embeddable languages (Lua, s7 Scheme, FICL Forth, Embedded Common Lisp) this is trivially easy to do. You can write as much or as little as you like in C++ (eg, engine components), and let the embedded language drive the rest. At the very least, you can use the embedded language for prototyping before committing to writing a faster version in C++. In the case of wtf-atabimp, Lua has total control.

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Hello all,

I'm a coder from Melbourne, Australia. I've always enjoyed coding and programming all sorts of random crap, so when I recently discovered that there is an active demo scene here in Melbourne with friendly guys, I started participating in the demo scene and was very happy.

I happened upon this board from a link from the website of the Sydney based group Defame.

This looks like a lively board which is all about making and sharing awesome prods, simulations etc. This board is an awesome, genuinely precious thing, and I'm glad this exists and that I've found it.

On to the Demo Construction Kit. I submitted a prod called "wtf-atabimp" to the Flashback 2011 demo party which took place recently in Sydney. Its a simple prod, but you might find it interesting because it is scriptable entirely with Lua, and it can be changed or even completely rewritten while it is running. As a result, it makes a handy "live coding" environment, where you can prototype your demo ideas quickly and easily. All you need to do is redefine the "update()" and "render()" functions using the console, and you can see the effect of your change instantly.

The wtf-atabimp prod is available here.

I'm in the process of adding a few features to it to make the live coding process easier and more fun. I'm calling it the "Demo Construction Kit" only because I love anything called "<something something> Construction Kit" (eg "3D Construction Kit", "Shoot 'em up Construction Kit" etc).

Enjoy!

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