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Messages - n00bstar

Pages: [1] 2
1
Freebasic / Re: Plasma Effect problems :(
« on: July 17, 2012 »
The best way to understand it is to realize that you aren't moving anything around. You are not making a big routine for moving snake-like beams of color that will blend. You are in fact, drawing all pixels on the screen 1 by 1, at the same position, every cycle. The only data that changes is what the RGB value of this pixel will be.

If you were to do this:

Code: [Select]
For X = 0 to 319
For Y = 0 to 239
    Color 255,255,255
    DrawPixel X,Y
Next
Next

You would be drawing a full 320x240 screen with white pixels.

Now, the entirety of your plasma effect rests on changing the "Color 255,255,255" command for someting like "Color (sinetable),(sinetable),(sinetable)"

If you use the same sinetable values for all three colours, you'll just be fading the screen from black to white, but with different table 'speeds' there, the colors will desynchronize and you'll get plasma. Play with the math for your sinetable and you get interesting patterns.

For example, this is the bog standard plasma:

Code: [Select]
While Poop Stinks

SineCounter = SineCounter + 1

For X = 0 to 319
For Y = 0 to 239

    Color (128 + (Sin(SineCounter) * 128)), (128 + (Sin(SineCounter * 0.9) * 128)), (128 + (Sin(SineCounter * 0.8) * 128))
    DrawPixel X,Y

Next
Next

FlipScreen

Wend

See this will do the Sine stuff in realtime, but generally people tend to precalc these into arrays for simplicity's sake and more speed. What will make the three colors move 'separately' is that I modify the value of SineCounter in the Color command (* 0.9 and * 0.8)

Was that clear? Prolly not...  :)

2
General chat / Re: The Secret World
« on: July 05, 2012 »
No I'm not a programmer at Funcom. I've been in the industry for about 12 years now so I did a bit of everything from coding to design to sound to qa and my favorite place is BY FAR in QA. Most people hate it, and most people consider it an entry-level job, something temporary before they get that big design/code job.  However, I find it infinitely more fun than anything else this sad fucking shit industry has to offer. So that's what I do at Funcom. As far as video game companies go, it's by far the best job I've ever had because of how fun (heh) it is. The following doesn't necessarily apply to any specific developer I've worked for, it's mostly an amalgamation of all of them :D

KIDS, DONT GO INTO VIDEOGAMES. Play them, enjoy them, live in them if you want, but don't go looking for a job there. Whatever idea you have of how it is to develop AAA titles, you are dead fucking wrong :D People are immature, egocentric, pretentious, there's more schoolyard politics than in an afterschool special, nobody is paid close to what they should, you'll have to throw your life away for a developer that will just fire you without as much as a how do you do when some tie-wearer wants a new set of spinners on his Audi. I've worked for half a dozen developers, all of them well known studios, and its the same shit -with slightly altered smell- everywhere.

But as for your coding question in the vaguest possible way: it depends on the project. 

Most developers these work within an "Engine + Content"  scheme. A "game engine" these days usually means a powerful rendering engine (with associated modeling tools)  and a flexible scripting language. For example, UDK. And this engine will execute and render what is found in the content package. So you can have code programmers that work solely on shader code, network code, tools etc. And you can have content designers scripting missions for the engine, if player is here, then spawn monster there etc etc. Again, think of UDK which offers tools for art and level design too.

Now, as your project gets larger and more ambitious, you'll need to specialize teams and repeat the same process. Let's say you had the Engine Team and then the Content Team, well now inside the Engine you have Rendering and Network which become two entities entirely separate from one another, each working on different codebases. And the Content Team is now parent of the Level Design Team and the Characters Team.

All these fine people will use a concurrent versioning system of some kind. These allow you to create child copies of a master code and work on that copy 'locally'. Whenever a team has reach their goals in terms of implementation/bugfixing then they submit their changes. These get approved by leads and managers, merged into a 'internal' version of the master code, sent to QA, debugged (add some back and forth here), then when ready, merged into the 'real' master code, the out that will be put online, printed on CD, put on the appstore or whatever kind of application you're releasing.

Similar systems are used by other departments too like audio and art obviously, but they submit their work into the content portion of the game, not the code part.

All in all it looks fairly simple and efficient, but add a few dozen humans to the equation and it really just all falls apart into chaos, madness, red bull and overtime.

Stay in school, become a lawyer or something.

All that humorous ranting aside, TSW isn't perfect obviously but it's damn near well the best MMO launch in the history of MMOs so that's pretty good. A game this size will obviously have a few glitches at first but MMOs are games that are constantly evolving and changing so I'm not too worried about the game becoming only more refined in its gameplay over time.

What are you playing in TSW? I play only at work after hours for now, my current home machine being archaic, so my progression is kinda slow but I started a healer Fist build that is pretty much carrying my cabal right now and I quite enjoy it :) I like how I can balance between damage and heals with the same build so I can both solo and survive easy, or focus heal my team and let the other four burn through enemies.

3
General chat / The Secret World
« on: July 04, 2012 »
Heya!

So I'm working for Funcom. You might know the name, we're the guys responsible for Anarchy Online, Age of Conan, Bloodline Champions and others. For the past few months I've been locked away at work, chained to my desk, working 80+ hours a week to finish our new game in time for the release date. And that date was today. HELL YEAH.

The press coverage so far is extremely positive, some even saying its the most important MMO since WoW. Anyways, I won't preach for my choir too much, but I do believe we've made a fine game that is, like all MMOs, only bound to get better in the coming year as more playtime gets put into it and the more obscure points get polished to player satisfaction.

So on that note, whether you're an hardcore MMO player or just a casual noob like me, the game is definitely worth a look or two and I encourage you all to give it a spin. There's a metric poop ton of players online at the moment so its very very alive :)

https://register.funcom.com/account    <- To register an account
http://www.youtube.com/watch?v=ASSUwluKoUc    <- Old trailer
http://www.youtube.com/watch?v=7yMIcKmsbzk    <- New trailer

4
General chat / Re: First boot of Raspberry Pi!
« on: July 04, 2012 »
FINARRY!

They've come back in stock, so me and a friend put two on order. Damn things won't ship until they end of August apparently so that kinda sucks, but still:  :D :D :D :D

Sad thing is, this thing is gonna be more powerful than my current machine. I might need to start looking into a desktop replacement soon :D

5
http://www.youtube.com/user/scishow

I'm a huge sucker for documentaries and sciency shows...I've been watching way too much of these little videos lately. Its a science show aimed mostly at teenagers, kind of like what Bill Nye The Science Guy used to do. The guy is a very good communicator and is entertaining to watch.  There are a few playlist categories which are all equally interesting.

I wonder how many red dots I get coming here?  :)

6
General chat / Re: First boot of Raspberry Pi!
« on: June 08, 2012 »
Is there some secret outlet where they still sell those? Official distros from the RaspPi website all show out of stock and the ebay sharks are selling them upwards of 200$ in some cases.

The moment this becomes in stock again, I'm buying three of them. One to develop on, one for a media center on the telly, and one to bring to work to help keep me sane while we're knee deep in crunch time (http://www.thesecretworld.com/)

I've been looking for something similar for a while, in fact ever since I've seen the Minimig. This however, is much much more fun as it has actual processing power.

I plan on building mine inside a large keyboard of some kind, bring me back to the days where a large keyboard meant a complete computer :) 

7
General chat / Re: klystrack!
« on: June 08, 2012 »
Thanks for the comments  :)

I know I'm repeating myself here.. but these songs are yours guys, do with them as you want! Just drop my name where its appropriate (It's James Clark btw heheh) and I'll be a happy camper :D


8
General coding questions / Re: Hi im new to DBF
« on: June 07, 2012 »
Welcome aboard!

To celebrate properly, here's every emoticon I could click on:
 :) :bfuck2: :bananaphallus: :carrot: ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'( >:D :|| :hi: :trans: :crutches: :updance: :telloff: :inspired: :stirrer: :diablo: :goodpost: :whisper: :clap: :buddies: :skint: :whack: :whack: :cheers: :offtopic: :xmas:


It's like a welcoming party really. (Don't talk to Clyde the Cartwheeling Carrot though.... can't be trusted)



9
OOookay we're getting somewhere. We'll I am anyways.. you guys are already all there having a party and playing games and being smart while I'm still grinding the low level mobs of newb island.. but this is much clearer!

So this takes care of rotating on one axis, which involves calculating a simple 2d angle on a unit circle for the coordinates of the OTHER TWO axis. Then to calculate all three axis, I'd pull this trick three times....so all in all, what I'm working towards is getting a pitch/yaw/roll thing going on? Interesting. For some reason I had always assumed there was some magical SuperSine math wizardry that would calculate this more...er..."one shot". But then again, I believed in Santa until last year....and I'm 34 :(

Thanks for the help! Off I go to make more dots do more things I don't fully comprehend!

10
General chat / Re: klystrack!
« on: June 07, 2012 »
Well I've emailed the author about it! He obviously finds it very very cool and he'd of course be willing to host the files, or link to this forum depending on preferences. Whatever is the best for the promotion of everybody's work :) There's so much cross-pollination between websites today with all those social thingamajigs spamming The Entire Source Code Of The Universe to every living organism with an email address, news is bound to reach the right places in no time :D

11
General chat / Re: klystrack!
« on: June 05, 2012 »
Very good work people!

Yknow, I think that, with's you's people's permissions'ses of course, we should be contacting klystrack's author and have him host these wrappers alongside the software, it would certainly give a bigger incentive to interested parties who might not have the know how to wrap the lib and can't afford the real estate of downmixing to wav.

Also, I'm a man of my word, I re-extend the offer for one (1) free and personalized klystrack song to anyone who develops something for my favorite little tracker :)

12
Projects / Re: Free music!@#
« on: June 05, 2012 »
Hola!


Wow... I've gotten so into klystrack lately that it never even occurred to me that it's kind of an obscure format! In my head, it was as good as mp3s :D

Alright, you *will* need klystrack to play it (although I *am* working on a stand alone player as my first bmax project, real life is keeping me very busy atm).

"But it won't load the songs and also I hate your face and your cats aren't very smart!"

Well, first of all. My cats are adorable. My face, that's subjective opinion. And klystrack? Well, here's the essplanassion:

1.5.4 is the latest stable release
1.6.0 is being worked on at the moment and is currently at revision 1170. Some fairly major changes in the sound engine (changing how noise sounds, and adding LSFR oscillators) are making the two incompatible. In the interest of keeping my songs compatible with the latest version (some of my songs are included in the release package as example songs) I always use the latest nightly build. But yeah, format is not backwards compatible so you'll need the latest version, generally at the top of this page:

http://code.google.com/p/klystrack/downloads/list






13
Projects / Free music!@#
« on: June 04, 2012 »
Since none of you reacted to me posting music in that other thread about the stuff we were talking about in that thread where I posted music in, I've decided that I would keeping posting it until somebody turns around and goes "OMG U R LIKE TEH BEET-OVEN GUY BUT SEXIER". Artists have fragile egos yknow? I spent all day crying and polishing my ak47 :(

Alright so I realize it might have gone amiss at the tail end of the other thread, so here it is: free music for you people. One condition: they have to be used for demos only, non commercial obviously, and you have to share the code here :)

 If you need something more specific done, ask me and we'll figure something out :)


14
Allllright, I think I got some (most?) of it down when it comes to showing a 3d space with 2d coords. Basically I made each dot have an x, y, z coordinate to make a basic cube, then I displayed each dot dividing its x and y by their z. Then I wobbled it around the X axis with a sine to confirm the dots would move together in a cube like fashion and after much reducing of numbers (you were right heh) I managed to contain it on screen.

Now. I've been doing some light reading on the matter and realize fairly quickly though experimentation that if I'm going to have this cube rotate without looking like an Escher wetdream, I'm going to have to figure out vectors. This is where I'm at with my thinking:

I understand 2d vectors fairly well. The vertices are all in relation to a 0,0 origin and to rotate them all you need is to apply the salt and pepper of demomaking, sin and cos, and poof they rotate around the origin like so many rotating things rotating around origins. Now I know this is kind of half of what I need for 3d rotation. I know you've linked a thread on 3d angles but the finer points are still escaping me. Boo :(

After some light reading on the matter, it would seem I have various mathemata..rati..ti...cal options available to me:
1- Axis and Angles (calculated via a series of long board game matches)
2- Quaternions (returns the angle based on your highscore on the classic shooter Quaternion)
3- Matrix (where you plug into a machine and wake up going 'I know kung fu, also 3d angles')
4- Euler (I have no jokes left sorry)

There seems to be extensive documentation available for most of this and I'm willing to read whatever is necessary, but I'm wondering if there's any path that's more oriented towards what we geeks are looking for: easy and fast (emphasis on grade school levels of 'easy'). There's lots of scary words in there.. like Scalar (whom I assume is the end boss in "Quaternion 2: Euler's Journey, an Axis and Angle Expansion(tm)").

So far matrices look to be the easiest way and likely to produce the fastest results, am I right? Or is there a demoscene way of doing this that involves only half a line a code that everybody but me knows about? :)

 

15
General chat / Re: klystrack!
« on: June 03, 2012 »
music?

three tracks included, free for all to use in dbf-related prods :)


16
Cool! That's perfect I'll take a look-see. I'm pretty sure I can get my lazy head around it if I can get a clear and well commented piece of code which I can play with. I'm usually pretty good at 'figuring stuff out' and I know I have like half the logic worked out already, I just need to see it in action and be able to eff around with the variables and see what does what.

Imma have a look right now :)

17
Alright, I'm not a very good coder, but I'm a somewhat smart-ish individual and I understand very quickly when things are explained for a very long time with short monosyllabic words.

Forever now I've been trying get my head around doing 3D in 2D. Things like filled vectors, or starfields into which you can move in all directions and whatnot. I know a lot of 3d-looking effects are 'faked' and when they are, I generally can figure them out quickly enough. However, some are clearly based around math formulas calculating an actual Z value somewhere in there..... and that's what I want to understand.

Please then, O' wizurdz of code, help this lowly coder?




18
General chat / Re: klystrack!
« on: June 01, 2012 »
!!!!!!!!!!!

You rock sir. Tonight when you come home, your wife will be gold plated and your car will have spoilers on ALL FOUR SIDES. Damn right.

Now I have no choice, I have to switch to BMax! I was kinda of planning on it anyways (seeing as its s'posed to share a lot of syntax with Monkey) and this is a very good reason for it :)

But I'm at work and I only got b3d installed here. This is gonna be a long ass day before I get to play with this!

19
General chat / Re: klystrack!
« on: May 31, 2012 »
@Energy, yes there is! Well... kind of, the code is there and the dev gives you all the info needed to compile your own. From what little I've toyed with the code, it is extremely efficient and has almost no CPU hit to speak of. Seeing as it takes me 8 hours of hard work and case of red bull to put a single sinescroller on screen, I don't think I'll be the one compiling it into a nifty little lib, but if anyone wants to give it a go (make me a blitz wrapper purdy pleez?) I will make music for all your projects out of sheer gratitude :D

20
General chat / klystrack!
« on: May 31, 2012 »
For some reason, a few week backs, I decided to check what was happening in the world of trackers. I've graduated from trackers to actual 'real' studio stuff years ago, but tracking will still always have a big warm fluffy place in my heart. So I've found the usual assortment of softwares, from clones of FT2 and IT to trackers that support all the VSTs in the world and dice your veggies and takes your kids to school and all that. All in all, it was a fairly disappointing experience. No scene spirit anywhere.. just VSTs and commercial products. That is, until I added the magic word to my Googling: Chiptune!

On top of a long list of only 1 item came: klystrack!

So heading over there and downloading this gizmo, I fell in love. The scene-cred is very high with this one, it looks like it was made in the 90s, it's fully open source, great developer support and a very comprehensive manual/wiki.

Those of you who remember AHX on the Amiga will be riiight at home with Klystrack, it takes most of its cues from it down to the sequence editor using floating patterns of variable lengths etc.

There's a library for it should you want to use the synth engine for your own products or to playback .KT tracks.

If you've read this far and haven't yet googled it and downloaded it, then lemme at least do the first step to help you out: http://code.google.com/p/klystrack/


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