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Messages - ash

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1
I had some time back in the last weekend, and
created a simple particle simulation on Codepen.io site with javascript.


http://codepen.io/ashokgowtham/pen/DAuFx

any feedbacks welcome :)

2
ASM / Re: 115-byte speech synthesis on XP SP3
« on: August 30, 2013 »
 :clap:
Really awesome!
Its cool to see a 125 Byte exe talking!
Even making use of TTS engine of windows in under a KB is great!
Works great on Windows 7.
K++

3
C / C++ /C# / Re: Drawing multiple scenes?
« on: July 13, 2013 »
Right now I'm slowly progressing on my first demo, and for timing I came with a simple solution.
I'll show how I would code your particular case.
Let me assume you want to show your triangle for 2 seconds, then your cube forever.

Code: [Select]
CLIP clips[] = {
    ShowTriangle,
    ShowCube
};
here ShowTriangle is a method that will use gl-methods to display triangle in your case.
similarly ShowCube draws cube.

for now assume CLIP is a datatype/typedef that somehow satisfies the compiler to compile the code.

How the actual ShowTriangle looks like:
Code: [Select]
bool ShowTriangle(float time, <what ever additional parameters you might need>)
{
    //actually draw you triangle here.
    //make use of the 'time' parameter in case you want it for animation/rotation.

    //return whether this Triangle animation is complete. (true if complete, false if still progressing)
    return time>2.0;
}
Let me explain what the above method means to me.
It does all the drawing stuff (could be animated drawing as well). Then it returns a boolean value indicating whether the piece of animation is complete; meaning, triangle animation is complete and can continue to next animation (the cube in your case).

...And who's going to manage calling these functions and do the timings?
The real little code that does the magic is,
Code: [Select]
int currentClip = 0; //initially start with the first clip (the triangle)
DoDraw(float time)
{
    CLIP clip = clips[currentClip];    //get the right clip..
    bool done = clip( time );          //...and execute it.
    if(done){    // move on to the next clip if its time.
        currentClip++;
    }
}
This simple code avoids ugly switch cases and costly timers too. All you need to do is give the current time and call the DoDraw every time. Also when ever you want to add a new clip just create that method and add that method to the clips array; that's all simple, clear and easy!

BTW it's in pure C language only!!


Oh yea, and the CLIP is defined as:
Code: [Select]
typedef bool (*CLIP)(float time);

..understand the code before you try it; will give you a good conceptual idea, maybe you'll write a better one than this.
Share your thoughts.

4
Nice that you found this place via my 4k :)
Wow, its great to hear from you Voltage. So you are the one who created it :D

Scene-grammar lesson for today: there are many demos  but only one demo scene!
Glad that I learnt that  :cheers:

5
lol the spammers stuff is really funny,
its a good creativity spammers confessing themselves! ;D  :goodpost:

6
Thanks Kirl and combatking0 glad to be here  :)

7
Having joined the site newly, i thought i would share some thoughts i got in my mind.

First impression
I bumped into the site when i was already almost lost in a chain of googling and reading several forums and sites, when i was looking about integrating audio into demoscenes.
actually i visited this site from here
http://www.youtube.com/watch?v=t7anicyRI3w

the 4klang mentioned on that video description was the solution to my long quest.
there i saw the dbfinteractive.com among the demosceners tag names.
it looked a bit different to see a website in the midst of a list of 'demoscener groups' ( not sure what to call it as otherwise  :P )

the 'about' contents on the first page really impressed me to join this site. (btw this is the forum i've joined on the first visit because i liked it in the first impression, idk why)

The register page was again something different: so many security questions, it was funny  ;)
and the repeated statement that once the account has been blocked for any reason, i can't re-register again caught my eyes.
I even panicked a bit for answering that commodore 64 question, whether it was 8 bit or not, i had no idea  ;D
wondered what would happen if i answered wrong, hopefully that didn't block me hehe.

some things that seemed interesting to me were the one liner, the random selection of coding challenge demos. They really Rock!

kudos folks
 :||

8
Other languages / Re: JavaScript - Sprite Object
« on: May 04, 2013 »
Hey combatking0,

  First thing: Good start. I really appreciate your effort, to write the template.  :)

The API looks promising, to me at-least as clean and minimalist.
This would definitely serve as a good template for quickly writing simple games or any animation too.

just one change i would suggest for now is,
in short,
how about adding rotational velocity.

in long,
for linear motion, you have both position(x, y) and velocity (xSpeed, ySpeed)
for angular motion, there is only the angular position(bearing)
do consider adding something like angular velocity
this would help to easily create sprite that keep rotating by itself, and avoid us giving the angle explicitly in each update cycle as in rotateD(angle).

so far so good,
 :clap: Cheers bro!


ash

9
Useful links / Re: Digital Tutorials
« on: May 03, 2013 »
Interesting links! That too, includes so many software and tools, thanks.
I guess I'll make good use of the modelling related tutorials.

wonder how the software section didn't include blender though.

10
General chat / Re: The Welcoming Committee
« on: May 03, 2013 »
Hi everyone,

    I'm Ashok Gowtham, an enthusiast programmer and a developer. I'm generally interested in anything that puts grey matter to work. (yea cheers, fellow programmers!).

    I've one among those who were inspired to write their first raytracer after reading the contents by iq ( yup, Inigo Quilezles [rgba]) from his site.
BTW, I'm 22; from India; graduated in under a year; spending time playing with graphics on variety of platforms/frameworks like : HTML5, GLSL, PC-GDI+,  PC-openGL, and of course interested in perpixel contents generation.

    Something that I'm good at is, image processing and Math. Hoping to be good community member  :)

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