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Subtitle editor for the rendering engine I built:![]() Oops didn't realise how big it was. Right now I'm working on getting the text to be auto-sized in the same way it would be in the renderer. The main point of the program is to take multiple SRT files and combine them into a single multi-track format file, and also to optimize line breaks within subtitles to maximize the resulting font size. Roflex fucked around with this message at Aug 21, 2008 around 01:55 |
| # ¿ Aug 14, 2008 19:49 |
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| # ¿ May 25, 2013 09:48 |
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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 29, 2008 23:10 |
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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 22:03 |
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Going back to working on Generations.![]() ![]() ![]() ![]() Right now it just iterates over an entire 2d array, but I'm working on a simplified hashlife implementation (more suited to my needs, which is mainly identifying regions that have changed a lot and/or have unique structures), which involves looking at multiple layers rather than just regions of the current layer.
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| # ¿ Jan 28, 2009 18:00 |
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tripwire posted:I don't know if this is the way you are doing it already but have you considered trying to get the heavy lifting done by the GPU? It seems like everything in game of life is just a texture anyway so it wouldn't be hard in theory to have the GPU do everything using GLSL or cuda or something. There isn't too much "heavy lifting" to be done, per se, with regards to the simulation. Applying the GoL rules to the grid doesn't take nearly as much CPU time as the rendering does, and I've still got some optimizations I need to do (like storing the layers as pointers rather than an array, since copying the arrays every frame takes a lot longer than swapping pointers would). As it stands now it was mostly thrown together quickly for demonstration/proof of concept purposes, now I'm going back and working on doing things properly. As I've mentioned numerous times the primary purpose is to look pretty, not to be a fast simulator, and as I add more graphical flash to it, the simulation part is going to be a very very very tiny amount of the overall execution time. That being said, the GPU would be much better off doing more graphics-related things.
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| # ¿ Feb 1, 2009 00:12 |
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For Generations, I've added custom rules. Trying out /1:![]() ![]() ![]() Also uploading a video of it in action (at an extremely low framerate since it's a LOT of cells). Edit: Youtube's being a bitch so I put it on google video for now. http://video.google.com/videoplay?docid=-6416296816062868477 Roflex fucked around with this message at Feb 4, 2009 around 07:32 |
| # ¿ Feb 4, 2009 06:55 |
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Finally finished (mostly) the subtitle editor I've been working on for 6 months, now I'm able to take a subrip, have it automatically get re-broken for maximum font size (inside a given box) and run through into chromakeyed subtitle files for overlaying.![]() ![]() Handles any UTF-8 SRT file (after being run through a pre-processing program), can render up to 4 synchronized tracks or can make separate tracks for desynchronous usage. The image is flipped because of something with bit order in uncompressed AVIs (it was simply faster to render uncompressed and have the program run virtualdub from the commandline to compress them as they roll out, in 1GB chunks - a typical uncompressed subtitle track is about 160GB) basically the idea being to keep things in as high a quality as possible until the last minute (the disk access bottleneck actually ended up being less of a problem than the CPU bottleneck of compressing to lossless on the fly). It also supports several types of proprietary markup (which right now will automatically color anything in square brackets yellow). Here's a demo of an older version of the process. It basically looks the same now. http://www.youtube.com/watch?v=sYSSgc2OOF8
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| # ¿ Mar 5, 2009 03:21 |
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Whipped up a quick "LCD Cracker":![]()
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| # ¿ Mar 19, 2009 09:03 |
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I swear I posted one.![]() Still working on it, trying to add a bunch of different options. Instructions come up when you run it, but here's a summary anyway: It pops up a console, after 5 seconds you'll see the screen flash black for a second. The screen is actually a fullscreen program displaying a screenshot from 5 seconds ago. When you click, it places a couple random cracks at that point. Repeat until satisfied, then press B to add the color bars. Press R to start over, S to save to a bitmap (in the same folder as the program) and start over, Q or Escape to quit. Repeat until satisfied, then leave room. Also, you can just alt-tab out of the program to resume normal use of the computer, then restore the program to instantly "crack" the screen.
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| # ¿ Mar 19, 2009 19:21 |
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Putting a bunch of stuff together for a Generations update. Warning: 1+MB PNGs ahead (in links): ![]() ![]() Also working on a 9 minute HD video, so that'll be up soon(ish - it's going to take an hour to render and 3-4 to upload). Quick rundown of new features for the next release, some still not yet implemented: -Variety of color coding options: Classic (like 0.16 and prior), Aged (shown above), Monotone, and a couple others. Eventually want to turn it into an equation-based system so you can 'program' your own with various parameters (x,y,z cell location, age, born/died cells, etc.) -More useful speed control. Right now this just lets you pick what speed to run at (or not run, you can stop the simulation entirely now). I'm not sure if this'll make it into the update, but I'm eventually going to add Reverse and Hyper modes - reverse will let you 'rewind' the simulation, Hyper will do more than one simulation update per display frame. Both require engine changes that, while not tremendous, are substantial and might get put off in favor of a timely release. -"Save States" (think emulators), being able to clear the field, portions of the field, single cell add/delete, and changing rule sets mid-simulation. That last one may not get in this release as it'll tie in a bit with the Rewind feature (rewinding the simulation and then resuming can (by option) overwrite "future" layers with newly simulated ones). -Better camera controls. -More interface components, all options will have clickable controls. There will also be a menu with even more options, like more permanent saves. At some point I might port the whole thing over to C#/DirectX from FreeBasic/OpenGL but that's a whole project in itself (I need to learn C#, first of all).
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| # ¿ May 7, 2009 07:28 |
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Hubis posted:Consider adding a (very) small degree of height-based 'fogging'; the human brain uses this to help determine distance and relative depth, and I think it would make seeing what's going on below the top layer much more intuitive. Something like in the original version? ![]() Also, video's up, I'll annotate it later: http://www.youtube.com/watch?v=T26nQX1Pc6g&fmt=22
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| # ¿ May 7, 2009 17:02 |
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Inquisitus posted:What'd be nice is if the opacity of the cells fades out as they sink, so they don't just suddenly disappear. I was considering that (maybe when I get color scripting in I'll allow alpha channel as well) but it'll have to wait until I finish the new camera system as the current one only does sorting based on simple assumptions about the camera position.
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| # ¿ May 12, 2009 00:06 |
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| # ¿ Oct 28, 2009 17:08 |
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Supervillin posted:Awesome. Please tell me you actually have some sensor that feeds real data. Sure, I'll tell you that.
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| # ¿ Oct 29, 2009 04:19 |
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![]() ![]() ![]() ClickDesk now runs in overlay mode, allowing use of the desktop beneath.
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| # ¿ Mar 31, 2010 19:51 |
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| # ¿ Jul 1, 2010 11:10 |
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http://www.youtube.com/watch?v=5pzVWdK1rAU e: I guess there's a demo to download or something too if you'd like. Roflex fucked around with this message at Jul 1, 2010 around 16:01 |
| # ¿ Jul 1, 2010 15:48 |
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I'm actually making a full game, the idea being that you have to cheer on your world cup team to the finals. How well you play has no bearing on whether you win or lose; if you lose, you just pick another team and bzzzz on. Spoiled since I kind of want it to be a surprise to some people.
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| # ¿ Jul 2, 2010 23:32 |
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Yeah it was playing at 48bpm, I had it that low for testing. Still got some minor issues with timing detection at higher tempo (i.e. it's basically impossible to hit some notes), then I'm cleaning up the menus and finishing up with some graphical polish. Should have a full beta out this week.
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| # ¿ Jul 4, 2010 20:27 |
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Been working on a GIF-oriented imagehost. Spent about 6 hours learning the intricacies of the gif format so I could turn a full-framed, huge-in-filesize gif and summarize it in a nice small comic-strip-style jpg (I'd do png but jpg compresses a lot better for the image content). Most of the gif conversion stuff is running in pure php (with a little GD in there where it made my life easier. It didn't make my life easier most of the time). Also finally got around to figuring out templating so now I can get a real web design up there eventually. More non-technical details in the TFF post.
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| # ¿ Aug 31, 2010 23:12 |
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Seems to me a transformative IFS would be pretty drat easy to do with render-to-texture. Hell, I might just go do that now.
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| # ¿ Oct 21, 2010 00:38 |
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These ended up out of order, gently caress it.![]() ![]() ![]() Download current version: ![]() Still to do: -Major pain-in-the-rear end redo of all text labels, since I started on this in 2006 the text rendering is all over the place and I'd like to just get it down to a system that's easy to call. Hence many missing/misplaced/missized text labels all over the place. Time attack modes are mostly the way I want them to be. -More work on powerups/powerdowns and ship upgrades. -More ships -Better menu system -Implement the drat controls screen -Online high score tracking -Clean up hud/minimap -Add more visual effects -Vs CPU modes soon, multiplayer eventually -Probably get rid of score modes Notes if you want to play it: ~ key expands the tube, Q gives a boost. Both require the power meter to be above a certain point, you can use the bubbler during a boost but there's no visual indication of that. That's going to be majorly improved when I overhaul the HUD. S brakes, but it's not very effective for now. The yellow line just tells you which way the tube is going after a certain distance ahead of you, so only use it as a guideline. edit: Video http://www.youtube.com/watch?v=13Nu9t7yvNc Roflex fucked around with this message at Nov 13, 2010 around 14:25 |
| # ¿ Nov 13, 2010 11:15 |
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After some IRC discussion this morning I went and made a quick-n'-dirty keypress mapper.![]() After ~12 hours of normal PC use ![]() After ~12 hours of normal PC use and 30 minutes of FPS playing ![]() Right now it just does a linear scale from 0 to whatever key was pressed most (also it tracks keys by time held instead of strokes). So if you hold one key down a lot everything else will all but disappear.
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| # ¿ Dec 4, 2010 08:27 |
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Dug up a relatively ancient minigame I made a few years ago, working on sprucing it up a bit. http://www.youtube.com/watch?v=o3hXpFVqLxc
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| # ¿ Apr 20, 2011 04:34 |
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http://xerol.org/city/ Just an isometric tile engine for now, got some issues to figure out before I can go on, namely how to select based on visible parts of an image and not the rectangular hull including the transparent parts. This is most obvious if you try to drag from the lower-left inside the bounding box of the UI mockup.
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| # ¿ Aug 22, 2011 00:34 |
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What're you using for sliders?
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| # ¿ Mar 12, 2012 10:21 |
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This is sort of a repost but I'm picking up this project again and would like to get some feedback on what kind of features would be helpful to implement. This video shows some of the changes I've made since the currently-released 0.15 version. http://www.youtube.com/watch?v=T26nQX1Pc6g To avoid clutter in this thread hit me up on IRC or on the Facebook page I just made for it.
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| # ¿ Apr 25, 2012 10:56 |
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Been working on my RPG some more.![]() Messing around with the archer's attack range, it's based on height differences, which also generally for some reason makes somewhat sensible line-of-sight decisions. ![]() Added some indicators of where a move or attack order is coming from/going to. ![]() This is only ever a problem with big hills but is it really a problem?
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| # ¿ May 3, 2012 21:01 |
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I did a nearly-isometric OpenGL perspective view once that was basically isometric for all intents and purposes (it involved a really faraway camera and a really narrow FOV) which just let you use normal 3d models for everything, so you could rotate the view without having to make all the graphics four times, and zooming worked too (although I don't remember how I did that). It also made picking with the mouse really easy since everything was nearly pixel-perfect. http://www.youtube.com/watch?v=2WSDzl7TC44
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| # ¿ May 8, 2012 08:49 |
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akadajet posted:You could just use an orthographic projection, unless you're going for an "almost orthographic" effect like you see in Blizzard games. Would that let you freely position the camera, though?
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| # ¿ May 8, 2012 14:18 |
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Jo posted:Why not just use the OpenGL orthographic camera? A perspective camera at optical infinity is practically the same thing, but you need to mess with floating point imprecision. Maybe I'm misunderstanding the Ortho view but the way I did it, it's still 3d/perspective at the core, allowing free view from any angle.
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| # ¿ May 8, 2012 16:39 |
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Just some more screenshots from the RPG![]() Probably some of the last with those horrendous old models and that antiquated terrain engine. I've been working on a brand new engine that I can just pop a bunch of the old game logic straight into so I can actually add new features without having to dig through the 3500 line main function.
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| # ¿ May 31, 2012 20:59 |
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I've posted about TubeRacer before, but I've picked it up again recently.![]() ![]() ![]() Spent a lot of time working on the visuals, including giving a lot more feedback so you don't have to glance at the UI for too long to get an idea of what's happening. So, when you get hit, the tube flashes red. When you're health is lower, it's less green (more red/purpleish). And the faster you go, the bluer it gets. Try it out here: http://xerol.org/h/dl/1067/tuberacer_1_99.rar
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| # ¿ Dec 22, 2012 22:49 |
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| # ¿ May 25, 2013 09:48 |
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Mocking up stuff for the tower project.
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| # ¿ Mar 31, 2013 06:19 |


























































