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Messages - ryt

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I am really busy these days so I haven't looked at any code. When I find some time I will try to understand it and implement it.

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I gave a look at the source of your code combatking0. I don't understand all of it yet. I assume the major part of waves is on line 77, 78, 79 and 84, 85, 86. I see there is a sin function but I don't know what are you trying to achieve. Before that on lines 70 and 73 you distribute current point to next points in array so you form the wave. I think this is used as main wave around sphere.
Also in freqAdjust function you set the speed on lines 104 and 105 which are later used on lines 77 and 84. I assune you use it as some kind of phase in sin function instead of time.
If it is not too hard could this be written in math form ? Maybe it will be a little easier to understand.

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I just saw your wireframe demo ninogenio. It looks really good. Now with wireframe its really easy to see it.

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Yes the vertex version is attached to one of your posts. I haven't looked it before.
It looks cool but it is really a little harder to see the whole object. I will check the source.

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I was a lot busy these days so I haven't implement any of formulas I wrote yet. But I red all the posts though.
combatking0 when I saw the first version of the sphere it just looked awesome even if it was only rotating. Now it is even better  :) and I can just say wow.
Now I will try to implement these formulas and take a look at your code and the tutorial for rgb plasma by Dr_D that hellfire mentioned.

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I gave it a little tought. We have theta and phi so we could animate about these two in their own direction, like in a 2D system. Actualy that is spherical coord system.
To animate in lets say phi we could make:

A = sin(phi*freq+time)

where freq could also change. To change it in theta we could just add another sin or cos like A = sin(phi*freq+time) + cos(theta*freq+time).
So we would get some animated values based on a normal as hellfire mentioned it.
I hope this makes sense and that this will animate the sphere. I wonder how this could be extended so it animates in x, y, z also.

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I was thinking of something like that. So if we transform that to spherical coords so that longitude and latitude become theta and phi we would have:

x = A*cos(theta)*sin(phi)
y = A*sin(theta)*sin(phi)
z = A*cos(phi)

where 0<=theta<2PI and 0<=phi<=PI and A is the amplitude.

With that we can create a sphere.  So then I think we should make A a function of theta and phi. It could be a function of interpolated random values. Also the continuity should not be broken. But I don't know how to ensure that.
Maybe also there should be two amplitudes like A and B, one for theta and one for phi.

I don't know if I am going in right direction. Probably there are also errors in formulas I wrote.

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General coding questions / Re: Pixel Shader Question
« on: January 07, 2014 »
You could probably achieve some results with alpha blending.

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Probably some of you have seen this demo http://www.pouet.net/prod.php?which=11016. In these pictures in lower right corner is a sphere that is changing its shape. I wonder how I can build this sphere. What would be a starting point.
I assume it is some sin function with changing amplitude with random values.



There are also other demos that have a similar changing sphere but in this one it is really easy to see it.

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General chat / Re: The Welcoming Committee
« on: January 07, 2014 »
Hello everybody !

I have just registered so this is my first post. I first come it touch with coding in 1992 when I was 2nd grade. But I started to really code in 2004 and to build demos. In 1996 I received my first pc 486 at 66mhz. Even since then I liked the demoscene but since internet was a lot expensive I struggled to find some demos. I primary code in c/c++ and c#. I also have some knowledge of Directx and Unity 3d.

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