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Mug
Apr 26, 2005
I spent the last two days (about 5 hours total) writing some "light bending" code into my 2D isometric engine for when light passes through glass. I honestly feel like it was a pretty important feature from a gameplay perspective.

Here's a GIF showing the player trying to sneak past some windows while a security camera watches - without light bending:


And WITH light bending:


I wrote a blog post about it, too!
http://www.manfightdragon.com/?p=245

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Physical
Sep 26, 2007

by T. Finninho

multivac posted:

Implemented marching cubes in Unity engine. I'm truly surprised at the raw horsepower today's GPU's actually have, my old Ati 3800 series card still manages to push 15 million tris at 60 fps.
It mainly seems to come down to a compromise between large batches of tris versus manageable update speeds on said batches.



Well look at that. I was looking to make a voxel minecraft-y thing in Unity.

Impotence
Nov 8, 2010
Lipstick Apathy
Working on my old PHP League of Legends client. Custom games working! Yay!

Mug
Apr 26, 2005
Ah, #screenshotsaturday, the greatest day of the week.


No ornaments, triggers or doors yet, but slowly developing a new location.

~Coxy
Dec 9, 2003

R.I.P. Inter-OS Sass - b.2000AD d.2003AD
This is kinda shameful (and definitely a plain looking screenshot) compared to some of the awesome work other people are doing, but it's the first thing in a while that's not some terrible enterprise program so I thought I'd post it.

It uses the Battle.net public API to grab the current dump of your realm's current auction house status every time it updates (usually 1 per hour) and then tell you which auctions listed by your characters have sold or expired.



As a bonus I added in a check for any auctions that are currently listed for less than vendor price and put in a little link you can click on to buy them out for some extra free money.

Probably the only thing I really learnt on this simple project was how to format D&D-style gold.silver.copper amounts.

C# code:
public NumberFormatInfo Gold = new NumberFormatInfo { 
NumberGroupSizes = new[] { 2, 2, 0 }, NumberGroupSeparator = "." 
};

auction.buyout.ToString("#,#", Gold)

~Coxy fucked around with this message at 06:01 on Nov 20, 2012

Tad Naff
Jul 8, 2004

I told you you'd be sorry buying an emoticon, but no, you were hung over. Well look at you now. It's not catching on at all!
:backtowork:
So at work we decided to re-theme our systems monitoring app:



todo: reveal stored passwords with an elaborately long movie-style password guessing animation.

Toady
Jan 12, 2009

Mug posted:

Ah, #screenshotsaturday, the greatest day of the week.


No ornaments, triggers or doors yet, but slowly developing a new location.

I adore the 2D isometric visual style and have been enjoying your progress.

Edit: Found your blog which goes into further detail.

Toady fucked around with this message at 02:18 on Nov 24, 2012

Mug
Apr 26, 2005

Toady posted:

I adore the 2D isometric visual style and have been enjoying your progress.

Edit: Found your blog which goes into further detail.

Hey, thanks! I hope you enjoy watching something slowly come together
Anyway, came here because it's #screenshotsaturday again

PDP-1
Oct 12, 2004

It's a beautiful day in the neighborhood.
From the dumb boredcoding files, it's a WordsClock screensaver:

avidal
May 19, 2006
bawl-some

PDP-1 posted:

From the dumb boredcoding files, it's a WordsClock screensaver:



i would like to have this?

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
I realize it isn't Saturday anymore, but it was sent on Saturday at least. (It's a big, chunky options menu for a big, chunky game)

Got some help from Mug in that, too. The first one I posted was a bit too busy.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

avidal posted:

i would like to have this?

I made one of these a couple years ago in HTML / js and forgot about it until I saw this. Demo at:

http://www.chmoddesign.com/testbed/wordClockDemo/wordClock.html

lovely source: http://www.chmoddesign.com/testbed/wordClock.zip (I think this zip is missing the AIR Ailiases js file, but you can delete it from the HTML and nothing will break)

Adobe AIR App (:smith:) of said clock: http://www.chmoddesign.com/testbed/WordClock.air


Having a screensaver of it would be quite awesome though.

PDP-1
Oct 12, 2004

It's a beautiful day in the neighborhood.

avidal posted:

i would like to have this?

ok sure?

Get the file here. On a Windows machine you should be able to right-click on the .scr file and choose Test/Configure to check it out and then choose Install if you decide you want to keep it around. Hold the mouse still during Test mode however, since it's looking at the keyboard/mouse for wakeup signals.

Source code here (C#, VS2012). It started as a bit of a coding doodle and kind of grew out of control, so there's plenty of clean-up to be done. It mostly works though and you can twiddle with the settings to make it look something between awesome and awful. Useful command line switches: /c for config mode, /s for full-screen, and /t for windowed test mode that doesn't wake up for debugging in the IDE.


lovin' that chiller font: :v:

Toekutr
Dec 9, 2008
found a cool algorithm on flipcode and I made some screenshots.





Edit:
here's a video

https://www.youtube.com/watch?v=BfS7HDmVVlE

Toekutr fucked around with this message at 02:43 on Nov 27, 2012

MrMoo
Sep 14, 2000


There's a hardware kit for this too, however it's been out of stock for an extended period of time.



http://wyolum.com/shop/11-clockthreejr-diy-kit.html

Xerophyte
Mar 17, 2008

This space intentionally left blank
I'm currently TAing a CG course which includes an optional ray tracing exercise for students. They start from a very basic single step ray tracer that basically has model import and a render loop and expand that to a path tracer.

I've spent most of my time with online rendering and only really touched raytracing in the sense of "draw sphere hovering over plane" and "toss some intersection rays thataway in this physics library". This seemed like a good time to get down and moderately dirty with it if I want to actually be a useful TA. Also, it seemed fun. So:


Because it's just not a real ray tracer without a floating sphere...

Stuff that I've wasted time on thus far:
- Pathtracing that converges to some sort of global illumination solution.
- A pretty bitchin' kd-tree implementation, if I say so myself. Generates in about 10 seconds for that scene (45k triangles) and while the splitting planes could be better they're being selected well enough to give me an average traversal depth of 5 or so per ray.
- A couple of BXDFs that aren't Blinn-Phong. Above is mainly this thing to simulate the glass and the wall reflections.

Stuff that I'll be wasting time on over the next couple of weeks.
- Surfaces that aren't triangles or spheres. Constructive geometry, provided I can get refractions working alright for it.
- Proper scene light transport. Photon mapping should be reasonably easy with the kd-tree done (famous last words).
- Environment maps. Basic functionality is easy, getting the sampling good enough for renders to converge before the heat death of the universe possibly less easy.

Still pretty happy with the state of things for two weeks of tinkering, but caustics and proper shadows would be nice.

Toekutr
Dec 9, 2008

Toekutr posted:

found a cool algorithm on flipcode and I made some screenshots.





Edit:
here's a video

https://www.youtube.com/watch?v=BfS7HDmVVlE


On request, I've translated this into C to make a screensaver.

https://github.com/ehaliewicz/flood-fill/

If you want to use it, just run the makefile and put in the programs list in your .xscreensaver file. Let me know if something doesn't work.

Also, this is the first real C program I've ever made, so it might be terrible.

Toekutr fucked around with this message at 02:01 on Nov 29, 2012

Mug
Apr 26, 2005
As usual, cross-posting from the Making Games thread because I dunno who reads what around here. I built a particle system!
You can see me built it in this extremely boring (probably) video:
https://www.youtube.com/watch?v=y2nBge7wq6c

And a mostly-working implementation in the real game engine in this video:
https://www.youtube.com/watch?v=O88ZUuyMZ00

Jewel
May 2, 2009

Mug posted:

And a mostly-working implementation in the real game engine in this video:
https://www.youtube.com/watch?v=O88ZUuyMZ00

drat if this isn't looking absolutely beautiful. I love it a lot, keep up the super good work!

Jewel fucked around with this message at 09:50 on Nov 29, 2012

Mug
Apr 26, 2005

Jewel posted:

drat if this isn't looking absolute beautiful. I love it a lot, keep up the super good work!

Hey thanks heaps, it really helps hearing some positive feedback. This game takes up soooo much of my time.

pokeyman
Nov 26, 2006

That elephant ate my entire platoon.
That was really fun to watch, and the game looks fantastic.

Mug
Apr 26, 2005
If you find the "making stuff" side of it interesting, I have a dev blog at manfightdragon.com where I sometimes go into way more detail than is necessary.

The Gripper
Sep 14, 2004
i am winner
I've been following development of it for a while and I think I'm most impressed that it's goddamn QBasic. I think the previous best-in-class game I'd seen in QB was gorillas.bas, I didn't even know it was capable of anything more technical.

pokeyman
Nov 26, 2006

That elephant ate my entire platoon.

Mug posted:

If you find the "making stuff" side of it interesting, I have a dev blog at manfightdragon.com where I sometimes go into way more detail than is necessary.

That was a very enjoyable read, thanks.

...I kinda want to play this game. Right now.

Thermopyle
Jul 1, 2003

...the stupid are cocksure while the intelligent are full of doubt. —Bertrand Russell

The Gripper posted:

I've been following development of it for a while and I think I'm most impressed that it's goddamn QBasic. I think the previous best-in-class game I'd seen in QB was gorillas.bas, I didn't even know it was capable of anything more technical.

:monocle:

I have fond memories of QBasic and now I must go read the blog.

Mug
Apr 26, 2005

Thermopyle posted:

:monocle:

I have fond memories of QBasic and now I must go read the blog.

Full disclosure, while I have a super early version of the engine that runs in DOS, I had to move to QB64 pretty quick to blast through DOS's memory limit. It's still 100% BASIC but if you compile it for DOS and run it now you just get "OUT OF MEMORY".

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
I'm working on something a little more mundane, a task management and notetaking wob app using Getting Things Done methodology. The main thing that makes it different is a lot of the interaction will be based on plain text being parsed into calendar entries, new projects and tasks.



Anyway, a teaser with the parser is at https://elephantneverforgets.com.au, but I'm hoping to put together a cleaner demonstration with a screencast soon.

Blue Footed Booby
Oct 4, 2006

got those happy feet

The Gripper posted:

I've been following development of it for a while and I think I'm most impressed that it's goddamn QBasic. I think the previous best-in-class game I'd seen in QB was gorillas.bas, I didn't even know it was capable of anything more technical.

This post reminded me of my QB days, back when I was 12 or so. I was pretty proud of myself for getting some 256 color 2D sprites working. Tried to google up some of the games I'd played back in the day.

In the process I found some things that scare me (images are links)





Never underestimate the power of QBasic and determination.

Winkle-Daddy
Mar 10, 2007

Toekutr posted:

On request, I've translated this into C to make a screensaver.

https://github.com/ehaliewicz/flood-fill/

If you want to use it, just run the makefile and put in the programs list in your .xscreensaver file. Let me know if something doesn't work.

Also, this is the first real C program I've ever made, so it might be terrible.

That was my request! Thanks man, I'll download it and play with it this weekend, I'm not good at C, but if I find anything I can fix up at all, I'll upload it somewhere for you to check a look at.

Bob Morales
Aug 18, 2006


Just wear the fucking mask, Bob

I don't care how many people I probably infected with COVID-19 while refusing to wear a mask, my comfort is far more important than the health and safety of everyone around me!

Blue Footed Booby posted:

Never underestimate the power of QBasic and determination.

Slumming with BASIC Programmers

Mug
Apr 26, 2005

This is so loving true. You should see the QB64 forums, it's loving AMAZING.
Look at this thread: http://www.qb64.net/forum/index.php?topic=9964.0

edit: oh yeah, screenshotsaturday

Mug fucked around with this message at 11:37 on Dec 1, 2012

arttu
Oct 13, 2012
Lately I've been doing a 2D platformer in Java.



You can test the Applet. Right now I'm polishing the physics part of my "engine".

Programmer Humor
Nov 27, 2008

Lipstick Apathy
I got some basic shadow mapping done.



This is how I decided to do interiors. Pick a level and everything above that level is hidden.

GeneralZod
May 28, 2003

Kneel before Zod!
Grimey Drawer
Like the Qt toolkit? Like browsers? Then how would you like Qt running in a browser?! All Javascript and HTML5 - no nacl needed!



Announced here, to thunderous silence:

http://ssj-gz.blogspot.co.uk/2012/11/quickie-qtguijs-it-mostly-lives.html

Some more screenshots & docs here:

http://vps2.etotheipiplusone.com:30176/redmine/projects/emscripten-qt/wiki

theratking
Jan 18, 2012
I'm writing a boids implementation for a Cognitive Science class (emergent intelligence, dynamical systems, etc) and it's coming along pretty well.

I'm using js and html5 canvas for the logic/display. Everything is typical of the boids simulation, except prey use a flee strategy of accelerating perpendicular to the predator's velocity vector.

Work in progress:

and zoomed out with longer trails:

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
A surprising amount of work went into this stupid options menu:



It's all there - all 3 pages, the various widgets per that seemed important, etc. It's not all useful, yet, as I still need to wire some of the click events to something, but the hard part is done. I'm not happy with the occasional pixel misalignments, but I'm not so unhappy as to want to redo it. Those are causalities of using 9-slice sprites to show what I probably should have done manually with straight up images of border lines. NGUI certainly wasn't designed to do a UI looking like that.

The colors are all slightly off because that whole thing pulses as you're looking at it. Technically, nothing should match, but there's a minor bug where the pulsy look doesn't quite work the first time you use the menu in a level.

Black Frost
Jul 27, 2011

I'm Black Frost, Ho!
I've been making an arcadey top-down game in the HTML5 canvas with javascript, has been coming along nicely. It's inspired by combining dual-stick shooters with the kirby64 element system.


(Current version)

Been starting trying to add co-op play with websockets, but I'm running into lots of issues with the general way I originally set up the game's code and pretty much have to rewrite it (not fun)

biochemist
Jun 2, 2005

Who says we don't have backbone?

Black Frost posted:

I've been making an arcadey top-down game in the HTML5 canvas with javascript, has been coming along nicely. It's inspired by combining dual-stick shooters with the kirby64 element system.

Been starting trying to add co-op play with websockets, but I'm running into lots of issues with the general way I originally set up the game's code and pretty much have to rewrite it (not fun)

Awesome! I started building something similar, but I'm much earlier in the process than you. I started building a movement system, and the ship follows your cursor around the canvas. I'm kinda happy with how it's gone so far, I haven't put too much time in yet and it's been fun re-learning a little bit of trig.



http://thomasphorton.com/topdownshooter/

MrBadidea
Apr 1, 2009
I've been wanting to post something about this project here for weeks purely because I want to keep myself on track working on this thing. Giving myself a weekly "LOOK WHAT I DUN FELLOW GEWNS" can only help with that.

This is not immediately going to look hugely impressive because of how little I've finished aside from the core rendering method of the technique; I still have material, animation and control systems to even really start writing, ontop of optimising the hell out of the technique itself.

Without further ado, allow me to introduce my final year University project:



The left side is the project itself, rendering a tessellated version of the subd model on the right.

The end goal is an optimised implementation of Gregory Patches.

I'm now officially over the first hump of getting the thing to do anything at all, which when I've worked with DirectX in the past has been a huge challenge. Now that I have that, the rest should start to fall into place relatively quickly.

MrBadidea fucked around with this message at 00:30 on Dec 7, 2012

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Orzo
Sep 3, 2004

IT! IT is confusing! Say your goddamn pronouns!
I'm working on a Zelda-styled game in C# using SlimDX, using temp art from Link to the Past. Anyway here's a screenshot from my level editor.



And here's the last video I took of some really basic scripting functionality I just added to the game. I'm using Lua for scripting.

https://www.youtube.com/watch?v=i2-hrGtpeGs

I'm keeping a fairly detailed development log complete with even the most trivial updates and some code examples, videos of me using the editor and playing the game, etc. http://superobelisk.blogspot.com

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