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Contero posted:It's actually not pyqt. I'm embedding the python interpreter into my C++ Qt program and using Boost::Python to expose functions to it. When I hit run it grabs the code from the editor and sends it to python:
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# ? Jan 14, 2010 08:08 |
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# ? Apr 27, 2024 15:04 |
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SlightlyMadman posted:I'd been trying to put together a zombie survival game for years, but always managed to get hung up on making the graphics fancy. I finally decided the other day that graphics can gently caress off, and I'm starting it over as an ASCII roguelike, using The Doryen library. Uuuh! Interesting! I love zombie games, and roguelikes are also awesome! How far along are you with it?
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# ? Jan 14, 2010 14:55 |
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Tommy Calamari posted:These were the projects I was working on a couple of months ago before I burnt myself out on programming. Typing this up will hopefully inspire me to take them further - bit depressing to see how much effort I put in just to abandon them. I love this idea
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# ? Jan 14, 2010 15:40 |
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SlightlyMadman posted:I've been putting together a free and open source ticket sales site:
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# ? Jan 14, 2010 16:25 |
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Mr. Fish posted:Uuuh! Interesting! Further than I thought I'd be, but I'm hitting the point where I need to decide which of my more advanced planned features I'm going to focus on, and which I'll need to cut. My grand vision has always been to create a defense and survival game with a build-mode as full featured as a game like The Sims, but I'm thinking I need to start smaller than that, and put this together first as more of an RPG with some barricading capabilities and supportive AI. Either way, ASCII games provide a refreshingly simple approach, and really amazingly stay out of the way of the gameplay, so I'm pretty confident this one will get finished. necrobobsledder posted:haha, I actually had a start-up a few years ago basically doing the same thing as you, except we focused upon a particular niche market for ticket sales and had a revenue model that depended upon us taking some small commission. We were hoping that smaller venues would never use Ticketmaster again and use our site as much of their web operations for promotions as well as ticket sales instead of their sorry as hell sites made with 14 year old copies of Dreamweaver. Some doofuses made a Joomla / Mambo add-on that would setup concert calendars and such, but it was clearly made for those just wanting to put up a snazzy event calendar for their venue, not a full-fledged ticketing and online band promotion management system. Yeah, I can think of several companies just like that, but even the cheapest one I'm aware of still charges $1/ticket. It doesn't sound like much, and most places will just pass the cost on to the purchaser, but for events with around 1,000 people, it's a pretty serious amount of money. The only really novel part of my approach is the concept of doing it completely free, with no desire for profit whatsoever, and the inclusion of a POS barcode scanning station, which most of the cheaper companies don't offer, or will charge a lot extra for.
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# ? Jan 14, 2010 17:05 |
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Raytracing using OpenCL, obviously just after the critical "holy gently caress this is even worse than GLSL on release" stage. At least that pain is over with; the code works on both ATI/AMD (at least on CPU) and NVIDIA implementations, and I understand how each implementation is terrible in their own special ways, so I can move onto more interesting stuff.
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# ? Jan 16, 2010 06:41 |
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Snodar posted:
Have you used CUDA? I'd be interested in your opinion of the two APIs (as well as what you think the "uniquely horrible" components of each OpenCL implementation are)
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# ? Jan 18, 2010 23:00 |
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OceanEvolver.html OceanEvolver is this simulated evolution project I've been toying with for fun. The 'genome' of the little worms is an assembly language program, and it mutates each generation. The whole thing is built with Processing which is an incredible language for quick, visual programs like this. You code in essentially Java and it gives you easy access to graphics operations. The deeper you get, the more problems you run into (only a subset of OpenGL is provided, they use Java 1.4 or something, etc.), but overall I don't think you can beat how easy it is to use.
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# ? Jan 19, 2010 14:45 |
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spinflip posted:
OceanEvolver is pretty awesome, I love A-Life stuff. The game I posted some number of pages back was also done in Processing. It's such a fun language to work with. I also wrote a flocking AI with it and it turned out pretty neat. So you're just doing it in your spare time for fun eh?
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# ? Jan 19, 2010 15:41 |
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Dr. Glasscock posted:OceanEvolver is pretty awesome, I love A-Life stuff. The game I posted some number of pages back was also done in Processing. It's such a fun language to work with. I also wrote a flocking AI with it and it turned out pretty neat. So you're just doing it in your spare time for fun eh? Yeah, Processing is awesome! I'm sure most people in this thread coded graphics projects when they were just picking up programming... I remember trying to create snow, making a stick man you could move around the screen, re-creating nibbles, etc. The hard part wasn't the logic, it was figuring out how to read an image, removing flicker, debugging screen coordinates, etc. I think Processing offers beginning programmers a nice environment between hello world and C++/OpenGL, and I hope it picks up for that. I remember the game you posted and the glow effect looked great. How did you achieve it? Was it just semi-transparent shapes? tripwire: Have you tried Processing? Your fractals/maps look fantastic and I think Processing might be a useful prototyping environment for that sort of project.
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# ? Jan 19, 2010 16:25 |
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spinflip posted:Yeah, Processing is awesome! I'm sure most people in this thread coded graphics projects when they were just picking up programming... I remember trying to create snow, making a stick man you could move around the screen, re-creating nibbles, etc. The hard part wasn't the logic, it was figuring out how to read an image, removing flicker, debugging screen coordinates, etc. I think Processing offers beginning programmers a nice environment between hello world and C++/OpenGL, and I hope it picks up for that. Thanks! Yeah, if you look at the shots you'll see they're just transparent ellipses. I spent a lot of time tweaking them until I was happy they looked sufficiently 'glowy'. The entire game is Processing drawing a shitton of shapes every frame. The only reason it's playable is because it's running with OpenGL (and oh god Processing makes that easy to do). When I was working as a graduate assistant I actually proposed Processing to the Computer Science department as a good intro language. They had just switched to using Alice (UGGGHHH) for 1/4 of a semester before going to Java for 101 students. I had made some example projects that demonstrated how easy it is. For example I had a tiny square screen with a line in the middle. Move the mouse to the left of the line and the background turns green, move it to the right and it turns red. Visually and interactively shows a conditional. I think it would be an awesome language to teach concepts like that.
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# ? Jan 19, 2010 16:59 |
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Contains Acetone fucked around with this message at 18:04 on Jun 24, 2020 |
# ? Jan 20, 2010 04:15 |
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Dubious update: Finally loving got quadratic SH working, also radiosity now uses a three-sample capture to get a full hemispherical degree manifold, meaning it handles contributions from shallow angles properly and overall looks exactly like it should. I've been considering going to photon mapping instead but this is so fast I really don't care. Click here for the full 1280x800 image. This was a terribly uninspiring chore for a number of reasons: - Rotating an SH vector by a matrix is "easy", yet surprisingly difficult to find the formulae for. I finally dug it out of a thoroughly buried Bungie presentation, and have yet to find the formulae elsewhere. - The Bungie version is apparently flipped on the Z axis for some reason. - One of the formulae in the Sony paper is wrong. - Most existing publications and code samples have numerous "mystery values", and still factor things by pi for some incomprehensible reason. This was so annoying to get working I decided to post the "spoilers" and spare anyone else the frustration: - Code to calculate the coefs for Lambertian reflectance based on a directional light. - Code to rotate an SH vector using a 3x3 matrix. - Code to sample the SH vector using Cartesian coordinates. - No "mystery values" - Eliminated sqrt(3) from coef 2,0 by premultiplying the relevent coefficient and dividing during sampling, so all constants are now rational numbers. As for why you'd want to use quadratic... because it's very accurate, of course! OneEightHundred fucked around with this message at 16:34 on Jan 20, 2010 |
# ? Jan 20, 2010 15:41 |
Contains Acetone posted:
I've been trying to get a hold on Hinton's work since I saw his Google talk. I might pester you for code when you're done.
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# ? Jan 21, 2010 04:24 |
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OneEightHundred posted:- The Bungie version is apparently flipped on the Z axis for some reason. Direct3D has a backwards Z-axis, and Bungie does all of their work on MS systems, so they probably do all of their work with a backwards Z-axis.
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# ? Jan 21, 2010 04:31 |
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ColdPie posted:Direct3D has a backwards Z-axis, and Bungie does all of their work on MS systems, so they probably do all of their work with a backwards Z-axis. -Z is up, QTIYD.
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# ? Jan 21, 2010 04:47 |
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ColdPie posted:Direct3D has a backwards Z-axis, and Bungie does all of their work on MS systems, so they probably do all of their work with a backwards Z-axis.
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# ? Jan 21, 2010 08:03 |
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I've been building a web-based application that allows users to embed photography in 3D, using the Google Earth Plugin. I've been using a lot of webcam URLs, so that the resulting imagery represents a live shot of a 3D space. So, for example, the image above shows what the Eiffel tower looks like, based off of a webcam image. There are a few university cameras where you can actually watch students as they move across campus. Click here for the full 1410x664 image. It's easy to calibrate a camera using my system, too (given enough 2D->3D correspondences). So, in the image above, the location and orientation of the Google Earth camera has been generated automatically. Click here for the full 1416x647 image. Our research group also maintains the Archive of Many Outdoor Scenes, which archives webcam images, so if you give it a URL or ID that we've captured, then you can look at historical imagery. So, in the image above, that false-color image on the left represents the images of this camera that we captured during 2009. So, as you click around on the false color image, the texture on Google Earth changes as well. http://amos.cse.wustl.edu/live3d/
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# ? Jan 21, 2010 16:49 |
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OneEightHundred posted:Dubious update: Finally loving got quadratic SH working, also radiosity now uses a three-sample capture to get a full hemispherical degree manifold, meaning it handles contributions from shallow angles properly and overall looks exactly like it should. I've been considering going to photon mapping instead but this is so fast I really don't care. Nice! Question: What do you use for generating the UVs for your lightmaps? Did you write something yourself? or... Also, have you seen this website: http://www.paulsprojects.net/index.html This guy is pretty crazy (he even wrote his own 'VMWare', open-sourced there), but he's got his source up for spherical harmonics, including rotation code, etc. Edit: It looks like his rotation stuff is ZXZ and not like what you have worked out. midnite fucked around with this message at 07:52 on Jan 22, 2010 |
# ? Jan 22, 2010 07:40 |
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A simple random character generator. Next up: turning the bitmaps into brushstrokes, so I can automatically make larger or smaller characters, and render them nicely.
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# ? Jan 22, 2010 17:52 |
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Scaevolus posted:A simple random character generator. Next up: turning the bitmaps into brushstrokes, so I can automatically make larger or smaller characters, and render them nicely. Neat! Is this for creating convincing-looking alien languages or something?
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# ? Jan 22, 2010 18:24 |
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SlightlyMadman posted:Neat! Is this for creating convincing-looking alien languages or something? Basically. Some scientists used this method to create a message for aliens. This paper describes the technique: you generate a bunch of random characters and ensure that they all look different. The original purpose was error correction, but it also makes them easy to tell apart visually. Scaevolus fucked around with this message at 01:46 on Jan 23, 2010 |
# ? Jan 22, 2010 18:39 |
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Scaevolus posted:A simple random character generator. Next up: turning the bitmaps into brushstrokes, so I can automatically make larger or smaller characters, and render them nicely. Those look like something out of Conway's game of life. Awesome.
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# ? Jan 22, 2010 21:01 |
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An ant simulator in Processing. The ants walk around, looking for food (green circles). If they enter a red circle they get hurt, drop blood. Other ants can 'smell' this blood and avoid the area. Maybe I'll make a game out of it sometime. Votlook fucked around with this message at 23:31 on Mar 21, 2022 |
# ? Jan 22, 2010 21:08 |
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midnite posted:Question: What do you use for generating the UVs for your lightmaps? Did you write something yourself? or... quote:Also, have you seen this website:
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# ? Jan 23, 2010 19:34 |
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Got bored, wrote a simple implementation of the chaos game using Boost.GIL:
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# ? Feb 1, 2010 03:07 |
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Avenging Dentist posted:Got bored, wrote a simple implementation of the chaos game using Boost.GIL: That is sexy as sin.
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# ? Feb 1, 2010 03:50 |
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Oh, and here's a quickie using a couple different variation functions:
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# ? Feb 1, 2010 04:36 |
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Avenging Dentist posted:Oh, and here's a quickie using a couple different variation functions: That is awesome!
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# ? Feb 1, 2010 22:50 |
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Are you doing the fractal flame algo?
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# ? Feb 1, 2010 23:07 |
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# ? Feb 2, 2010 00:33 |
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Is that a fallout mod or remake?
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# ? Feb 2, 2010 04:41 |
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It's a Fallout-influenced CRPG currently using sprites from Fallout: Tactics. However it is really not a replica of Fallout. https://www.youtube.com/watch?v=b1aw_86FXkY
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# ? Feb 2, 2010 07:50 |
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monsterland posted:It's a Fallout-influenced CRPG currently using sprites from Fallout: Tactics. However it is really not a replica of Fallout. Looks super sweet.
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# ? Feb 2, 2010 09:35 |
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Mr. Fish posted:Looks super sweet. Thank you
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# ? Feb 2, 2010 10:12 |
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Good job monsterland! Avenging Dentist, how are you getting those pics out of the chaos game algorithm? I was inspired to try and duplicate that effect yesterday from reading about it on mathworld but the pictures it's been spitting out look nothing like what you've posted. It's possible my implementation is really buggy, but are you doing anything different algorithmically to get that look?
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# ? Feb 3, 2010 02:10 |
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tripwire posted:Good job monsterland! It looks like he is using a fractal flame algorithm: http://en.wikipedia.org/wiki/Fractal_flame
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# ? Feb 3, 2010 02:22 |
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tripwire posted:Avenging Dentist, how are you getting those pics out of the chaos game algorithm? I was inspired to try and duplicate that effect yesterday from reading about it on mathworld but the pictures it's been spitting out look nothing like what you've posted. It's possible my implementation is really buggy, but are you doing anything different algorithmically to get that look? I'm just using regular chaos game stuff plus variation functions stolen from the fractal flame thing. It's really easy to choose bad transform functions for your iteration though.
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# ? Feb 3, 2010 04:47 |
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http://www.youtube.com/watch?v=wYLo8JD7o9w falling sand style game made with XNA. Play with water and snow to create an ice sculpture! A deck randomizer for games like ThunderStone and Dominion. It can read a decklist from a file and randomize it for you!
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# ? Feb 4, 2010 11:45 |
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# ? Apr 27, 2024 15:04 |
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I made a Windows Mobile application that alerts you to missed text messages and phone calls. After setup the program runs in the background, and if it detects an unread text thats been there for X minutes it alerts the user using MP3s, LED lights, and/or vibrations. It works perfectly in my Samsung Jack, but I'm looking for testers to try it out on other phones.
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# ? Feb 4, 2010 22:18 |