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I was sick of the ugly console interface for my map compiler so I made a front-end for it. And holy poo poo do I hate .NET now. (No, Microsoft, I do not want to make a delegate and a relay function and a method in the form just to change controls from other threads, nor do I want to write trivial conversion functions for converting char/wchar because ConvertAll doesn't have a default for trivial conversions, gently caress you) Click here for the full 1680x1050 image. OneEightHundred fucked around with this message at 04:49 on Aug 24, 2008 |
# ? Aug 24, 2008 00:16 |
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# ? Apr 20, 2024 03:12 |
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I've been working on a Python web application that extracts data from a housing database called "StarRez", and turns it into various reports that the residence hall directors can access. I used TurboGears 2 and wrote a simple library that talks to our custom authentication backend. I didn't design the look-and-feel of the app, though. My highest-up boss likes to tell me that nobody's ever bothered to do this with StarRez before, but I really doubt it. On the other hand, we're the only organization on campus running Python on the web right now Click here for the full 1112x682 image. Xenos fucked around with this message at 16:27 on May 17, 2009 |
# ? Aug 24, 2008 01:06 |
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Japanese IME for western java cell phones
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# ? Aug 24, 2008 01:44 |
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There we go. Color-corrected lighting and radiosity, much more accurate than doing it in gamma space: Click here for the full 1031x800 image.
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# ? Aug 24, 2008 09:17 |
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OneEightHundred posted:There we go. Color-corrected lighting and radiosity, much more accurate than doing it in gamma space: Is that real time radiosity?
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# ? Aug 24, 2008 14:19 |
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Quake 3's kind of popular here.
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# ? Aug 24, 2008 19:03 |
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shodanjr_gr posted:Is that real time radiosity? MasterSlowPoke posted:Quake 3's kind of popular here. The Quake 3 renderer got gutted a while ago, right now it's using my own rendering middleware thing (which contains no Quake 3 code or dependencies, the model viewer can load and render maps just fine for example), and the only rendering code left in Quake 3 is some basic setup stuff and some glue to the new renderer. OneEightHundred fucked around with this message at 19:28 on Aug 24, 2008 |
# ? Aug 24, 2008 19:03 |
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OneEightHundred posted:No, it's baked into the lightmaps. Bummer
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# ? Aug 24, 2008 20:27 |
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shodanjr_gr posted:Bummer The best solutions at the moment to good ambient lighting are to either bake the ambient term and do the direct lighting in real-time, or use SSAO. SSAO works so well right now that just about all of the real-time ambient lighting stuff is now being focused on it.
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# ? Aug 24, 2008 20:38 |
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OneEightHundred posted:Real-time radiosity is probably never going to become worthwhile, the memory requirements to get it to go anywhere near fast are insane, and any change in the scene geometry requires a massive amount of computation time.
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# ? Aug 24, 2008 23:22 |
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shodanjr_gr posted:That's what ive been reading as well. I was just hoping for some experimental/proof of concept implementation, but oh-well...
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# ? Aug 25, 2008 10:08 |
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This is kind of awesome.
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# ? Aug 25, 2008 15:01 |
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Sagacity posted:What about this?
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# ? Aug 25, 2008 19:17 |
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There's also this, which is very nice.
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# ? Aug 26, 2008 02:48 |
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Here are the fruits of my summer internship. First, I spent a whole lot of time working on our new scripting tool. It is a very fancy-pants graph-driven system. The point is to try and make things easy for the artists. I'm not a huge fan of it, but I don't design it, I just implement... I wrote implementations for a bunch of basic logic nodes. People wanted a way to know what is going on in the system so I wrote a node that just displays output on the screen or in the world. This is a very basic stop-gap solution until actual debugging capability is built. Click here for the full 1280x600 image. One of our bigger tools has it's own GUI engine written for it. I'm not a huge fan of it, but I did write this fancy tooltip control. I also rewrote the combo box control to allow searching and nested entries. Some of the combos had hundreds of items, so this is a great help in finding what you want. Click here for the full 800x1182 image. Click here for the full 566x741 image. This last thing I've been doing is an annotations/commenting system for the graphs. Click here for the full 481x685 image. I only have a week left, so I guess I'd better finish that up. They said I could stay and earn intern pay as long as I want, but they aren't hiring anybody right now. Kinda sucks, but I guess I'll have to start hunting for another gig. I hope nobody at work recognizes this stuff.
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# ? Aug 26, 2008 05:20 |
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Finally got file importing working, but I need to make auto text sizing on a row-by-row basis as resizing 2500 rows of cells takes forever. Descenders still don't fit (but they don't fit in the rendering program either, so it's not an issue until that gets fixed anyway). Now I just need to re-save these in a new format, write a loader for the format, and then make all the editor features that I was supposed to make in the first place. And then kill myself.
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# ? Aug 30, 2008 00:10 |
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Pretty boring screenshot, but it was fun to write: Conway's Game of Life, written in Haskell using OpenGL.
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# ? Aug 30, 2008 04:42 |
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Al Azif posted:Pretty boring screenshot, but it was fun to write: As someone who knows only the smallest bit about haskell, what would be different about writing a game of life implementation in it as opposed to in C?
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# ? Aug 30, 2008 08:52 |
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tripwire posted:As someone who knows only the smallest bit about haskell, what would be different about writing a game of life implementation in it as opposed to in C? Writing anything with mutable state is non-trivial in haskell
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# ? Aug 30, 2008 23:19 |
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It's not a screenshot and I finished it a few days ago, but.. http://www.nytimes.com/interactive/2008/08/27/us/politics/20080827-dnc-voices.html Working on something for fashion week now.
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# ? Aug 31, 2008 03:44 |
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tripwire posted:As someone who knows only the smallest bit about haskell, what would be different about writing a game of life implementation in it as opposed to in C? It's probably not that different for something as simple and mostly-stateless as this. You don't need to do memory management. It's probably more succinct; the whole thing is only 113 lines, 70 of which are for the display. Scaevolus posted:Writing anything with mutable state is non-trivial in haskell It's not that bad. It helps that in Life the next generation is a pure function of the current one. Here's the central piece of state in the program: code:
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# ? Aug 31, 2008 04:24 |
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Al Azif posted:It's probably not that different for something as simple and mostly-stateless as this. You don't need to do memory management. It's probably more succinct; the whole thing is only 113 lines, 70 of which are for the display.
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# ? Sep 2, 2008 20:21 |
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I'm up to the point where all the bugs are in user input, and I have to figure out how to handle those. Finding mistakes in a text file is one thing, figuring out what the user intended is another.
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# ? Sep 2, 2008 23:03 |
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Here is a screenshot but the real thing is here: http://www.twiddeo.com/ Twiddeo is a powerful but simple service that let's you do one thing very well: Twitter updates with Video. Upload from the web, your cameraphone and record from your webcam. That simple, that straightforward, that great!
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# ? Sep 5, 2008 17:12 |
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Incrementing on my last post: Soft shadows. Click here for the full 1680x1050 image.
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# ? Sep 7, 2008 07:46 |
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Spent tonight trying to add more features to my iPhone game Hanoi Plus Click here for the full 869x528 image.
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# ? Sep 7, 2008 08:40 |
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OneEightHundred posted:Incrementing on my last post: Soft shadows. That looks lovely - what sort of techniques are you using to make it?
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# ? Sep 7, 2008 09:04 |
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Lexical Unit fucked around with this message at 23:19 on Mar 4, 2020 |
# ? Sep 7, 2008 15:24 |
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I hope you're doing work on the missiles and not the ship because otherwise
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# ? Sep 7, 2008 19:04 |
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HicRic posted:That looks lovely - what sort of techniques are you using to make it? I can get away with it since direct lighting uses beamtree casting (which is really fast), for terrain I'll be using a blur kernel based on depth variance, since it's much slower and can actually record depth information properly which the beamtree caster can't really do without ridiculous memory consumption.
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# ? Sep 7, 2008 19:10 |
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Lexical Unit fucked around with this message at 23:19 on Mar 4, 2020 |
# ? Sep 7, 2008 20:39 |
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Some interface changes: I've unified the Kanji and Kaomoji apps so you can select a database, and also change the font size. It also now shows the current word in a different color so it's clearer what's going on. kalleboo fucked around with this message at 23:33 on Sep 7, 2008 |
# ? Sep 7, 2008 23:07 |
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A smoke/fluid simulator I'm working on for a visualization course. Written in GLUT + GLUI.
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# ? Sep 14, 2008 11:07 |
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I'm writing a logo interpreter in java script:
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# ? Sep 14, 2008 11:29 |
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From Earth posted:A smoke/fluid simulator I'm working on for a visualization course.
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# ? Sep 14, 2008 12:34 |
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StickGuy posted:Using the rainbow color map in a visualization course is a bit . I didn't come up with the rainbow color map (it was already in the framework provided by the course teacher), but what's so strange about it?
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# ? Sep 14, 2008 12:56 |
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From Earth posted:
You're at TU/e, right? I probably know your professor.
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# ? Sep 14, 2008 17:23 |
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Adhemar posted:You're at TU/e, right? I probably know your professor. Yeah, I am. The professors of the course are Westenberg and Van De Wetering.
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# ? Sep 14, 2008 17:28 |
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From Earth posted:I didn't come up with the rainbow color map (it was already in the framework provided by the course teacher), but what's so strange about it? Look up the papers "Data visualization: the end of the rainbow" and "Rainbow Color Map (Still) Considered Harmful" for a more in depth explanation. EDIT: The second article in particular has some great example images that show how the rainbow color map can be misleading. StickGuy fucked around with this message at 14:48 on Sep 15, 2008 |
# ? Sep 14, 2008 19:33 |
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# ? Apr 20, 2024 03:12 |
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StickGuy posted:It artificially breaks up the image into different regions that may or may not correspond with actual regions in the data. There are also some issues with the perceived transitions between the colors not all being the same. This is actually really good to know. I hadn't thought of that before, and now that I have read, it seems painfully obvious why it is bad. Good stuff.
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# ? Sep 15, 2008 14:53 |