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odark thirty posted:use a wavelet model to simulate light interference through a slit or grating. output to a file and make pretty pictures with gnuplot, or have a realtime output maybe with adjustable parameters. i like these
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# ? Oct 17, 2013 17:52 |
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# ? Apr 24, 2024 23:59 |
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Notorious b.s.d. posted:how do i write shaders? my only encounter with shaders has been via unity, but it was pretty pleasant. what's nice is you can pick out the aspects of the graphics rendering process you want to script yourself, and manipulate the rest of it through an idiotproof GUI.
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# ? Oct 17, 2013 18:10 |
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Notorious b.s.d. posted:the last time i touched opengl HW T&L wasn't a thing yet There are a few tutorials on the opengl site: http://www.opengl.org/sdk/docs/tutorials/ If you already used opengl before shaders existed, I think this one might be nice as it starts by hilighting the differences between the old fixed pipeline and the programmable one: http://www.opengl.org/sdk/docs/tutorials/TyphoonLabs/ it doesnt go into more recent features such as geometry shaders and tesselation shaders but you can find more documentation for those elsewhere btw the opengl spec itself has been rewritten and actually makes for a pretty readable documentation: http://www.opengl.org/documentation/current_version/ something you need to know with modern opengl is that it comes in two flavors: the compatibility profile that retains most of the opengl api going back to 1.0, which still includes the old predefined rendering piepeline where you can render and light things without having to use shaders (but you can still mix and match it with shaders) and the core profile where everything that doesn't reflect how modern hardware actually works have been removed so things are a bit more low level. even to render a simple solid colored triangle you need to create shaders and vertex/index buffers for learning purposes i'd go with the compatibility profile most of the work involved with shaders is to setup all the data (textures, vertex buffers, and parameters (called "uniforms")) that they will need. the shader itself is usually the fun part where you get to perform the actual magic of deciding what color each pixel should be (or to decide the position and other attributes that each vertex should have in screen space for this frame in the case of a vertex shader)
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# ? Oct 17, 2013 19:26 |
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I've started more than one project, sometimes I even initialize an empty git repository and leave it forever
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# ? Oct 17, 2013 19:33 |
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echinopsis posted:i try something for a fminute, get hell demotivated becvause im terrible at eveyrthing then mast again failure is good for you, go out and fail. sorry about your upbringing in the modern education system
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# ? Oct 17, 2013 19:39 |
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do you want a link to my soundcloud of my failures in ableton live
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# ? Oct 17, 2013 20:12 |
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Notorious b.s.d. posted:the last time i touched opengl HW T&L wasn't a thing yet http://arcsynthesis.org/gltut/ http://open.gl/ glhf, although if you try and program opengl on a linux you might find your open source driver only supports 3.1 or something ancient, like I did
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# ? Oct 17, 2013 22:23 |
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protip use GLFW for windowing and input so you don't spend 10 years trying to open a window with a context
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# ? Oct 17, 2013 22:24 |
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um didn't u hear? they're shutting down games live for windows
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# ? Oct 17, 2013 22:40 |
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Zlodo posted:There are a few tutorials on the opengl site: dont use compat profile use opengl es on ur phone fixed function pipeline is old and sucks and doesnt work in es so if u want cool pixels on iphone suck it up and use es
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# ? Oct 17, 2013 22:42 |
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Malcolm XML posted:dont use compat profile use opengl es on ur phone im not very familiar with es but doesn't es 1.0 actually only implement the fixed pipeline and shaders were only introduced in es 2.0? also if someone asks me "i want to learn shaders" id rather tell them to ease into it by using the compat profile (even by doing inefficient things) than directly use the core profile. if you do go for using only the core profile you better get yourself a good opengl debugger like gDebugger (http://www.gremedy.com/) bc otherwise you won't be having much fun to track down whatever youve setup wrong that prevents anything from actually rendering
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# ? Oct 17, 2013 22:58 |
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Zlodo posted:im not very familiar with es but doesn't es 1.0 actually only implement the fixed pipeline and shaders were only introduced in es 2.0? yes, es 1.0 is fixed-function only. es 2.0 is shaders only.
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# ? Oct 18, 2013 00:03 |
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i've been building a vidcon p.much from scratch in java+lwjgl you fart around in space and assemble poo poo out of geometric solids i thought of it after i spergbinged on minecraft for like two weeks and went "okay but what if you had a construction game in free fall and could build in all directions" "and what if instead of fetishising cubes and pixels it looked like starblade" turns out i have to write my own rigid body physics engine now though because Bullet freaks out at the kind of geometry i'm throwing at it prolly going to end up porting to c++ too because performance & i'm going to be simulating structures that get into the km scale
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# ? Oct 18, 2013 01:51 |
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NICE! which rigid body alg did you implement?
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# ? Oct 18, 2013 01:57 |
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coffeetable posted:NICE! i haven't even started on that yet, i suddenly had freelance poo poo to do and was like "holy poo poo i simultaneously have to learn ios + anroid + web dev basically from scratch" and got real burned out on being alive basically looks like i'm kicking those projects out the door in the next week or so tho, gonna hit the books i need to be able to support collisions between relatively small numbers of complex objects, which going by all the "cascades of so many primitives it looks like they're splashing water whooooaaa" demos is the opposite of what every physics engine out there is optimised for
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# ? Oct 18, 2013 02:04 |
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can you please add some antialiasing and a glow and flicker shader? every time i see something done with vector graphics i neeeeeeed to see that not world's best example but
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# ? Oct 18, 2013 02:27 |
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i have a project thats gone java->c++->java->clojure. i have trouble remembering what i was going to do after the yak shaving is doneUsagi-Sauce posted:i haven't even started on that yet, i suddenly had freelance poo poo to do and was like "holy poo poo i simultaneously have to learn ios + anroid + web dev basically from scratch" and got real burned out on being alive basically physics is well understood for uniformly dense spheres in a vacuum. the further u get from that the worse it is
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# ? Oct 18, 2013 02:30 |
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Nomnom Cookie posted:i have a project thats gone java->c++->java->clojure. i have trouble remembering what i was going to do after the yak shaving is done i really don't want to port until it's absolutely unquestionable that it's the only way to get the performance i need, for now i can probably get a few hundred percent by not having the dumbest possible render pipeline bullet gave me pretty good behaviour and performance as far as it actually worked, so i think the math for what i want to do is there, it was just that once my compound objects got to more than a few dozen cells it started losing track of where chunks of them were that might still have been my engine loving up and losing sync between the collision model and the render model tho Sagebrush posted:can you please add some antialiasing and a glow and flicker shader? every time i see something done with vector graphics i neeeeeeed to see that it's all compatibility profile right now (see above re: dumbest possible) but once i get my hands shadery i'm gonna go hog wild throwing poo poo at the wall so yeah gonna happen
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# ? Oct 18, 2013 02:42 |
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yeah bloom the gently caress out of that vidcon
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# ? Oct 18, 2013 02:45 |
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Nomnom Cookie posted:physics is well understood for uniformly dense spheres in a vacuum. the further u get from that the worse it is he's dealing with completely rigid bodies so everything can be simplified down to centers of mass and moments around them. if there're aren't many objects, it can't be *that* bad surely . hard part will be collision detection cause the bodies are distinctly non-convex. usagi, this kind of thing what you're looking for? https://www.youtube.com/watch?v=NsrCwyXXZ7E paper's here and they reference this paper and this paper vis a vis non-convex collision detection. also cites the Handbook of Computational Geometry as the best survey, but i can't find a non- version of that i might be goin a lil' ott though, something simpler would probs suffice first coffeetable fucked around with this message at 03:04 on Oct 18, 2013 |
# ? Oct 18, 2013 02:57 |
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coffeetable posted:he's dealing with completely rigid bodies so everything can be simplified down to centers of mass and moments around them. if there're aren't many objects, it can't be *that* bad surely . hard part will be collision detection cause the bodies are distinctly non-convex. usagi, this kind of thing what you're looking for? those look like exactly the kind of thing i need, even if they're overkill for now they're going to stay in the reading list because i'm thinking about structures way down the line measuring thousands of cells across -> millions of surface polygons (broken up into an octree or something for LOD and collision purposes) way later on i'd also like the engine to be able to do some kind of stress analysis, like determine that an object with two huge strong masses connected by a flimsy bridge is going to fracture at that point, because right now my planned model for object destruction is localised to the point of impact and should result in neat craters but not amazing catastrophic failures i want structures that can tear themselves apart if you spin them fast enough &c. but i'm worried that's just going to be more than a desktop pc can handle real time this decade
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# ? Oct 18, 2013 03:26 |
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Usagi-Sauce posted:i've been building a vidcon p.much from scratch in java+lwjgl TAKE MY MONU
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# ? Oct 18, 2013 03:58 |
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the source is selling litehawk aero's for $60, gonna get one and put a keyfob camera on it
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# ? Oct 18, 2013 20:41 |
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Dr. Honked posted:the source is selling litehawk aero's for $60, gonna get one and put a keyfob camera on it attache yarn to the skids, fly over catte
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# ? Oct 18, 2013 21:45 |
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Dr. Honked posted:the source is selling litehawk aero's for $60, gonna get one and put a keyfob camera on it you'll chop ur head off!!
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# ? Oct 19, 2013 07:30 |
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so this is culmination of preobaly a year or more of lots of fuckings round in ableton and trying to find a sound i really liked its probably the first complete musical anything ive ever been content* with in my life, ever since i started playing guitar when i was 14 id appreciate some honest constructive criticism if you are down. i know this is yospos so im expecting nthing but the opposite https://soundcloud.com/echinopsis/shaumber excuse the hosed up long end tail of nothing bu noise i cant even export
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# ? Oct 19, 2013 12:17 |
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I have a bunch of friends that brew beer (including one that's actually gone microbrew and opened a legit brewery). . . We're beginning to considering building gazebos in our backyards to grow hops on.
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# ? Oct 19, 2013 12:41 |
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echinopsis posted:so this is culmination of preobaly a year or more of lots of fuckings round in ableton and trying to find a sound i really liked good music to get murdered to
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# ? Oct 19, 2013 20:48 |
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http://fartgeist.com is still up somehow
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# ? Oct 19, 2013 20:49 |
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oh yeah i guess im supposed to make an api for my twitter screen capping shits. sorry whoever that dude on twitter was i completely forgot
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# ? Oct 19, 2013 20:50 |
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vapid cutlery posted:http://fartgeist.com is still up somehow opened it for ten seconds, saw 4 dicks
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# ? Oct 19, 2013 21:45 |
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echinopsis posted:so this is culmination of preobaly a year or more of lots of fuckings round in ableton and trying to find a sound i really liked i like ur mud boobs
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# ? Oct 19, 2013 22:49 |
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ol qwerty bastard posted:opened it for ten seconds, saw 4 dicks Such is the fartgeist
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# ? Oct 19, 2013 22:55 |
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vapid cutlery posted:http://fartgeist.com is still up somehow ban for anime
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# ? Oct 19, 2013 23:01 |
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Trig Discipline posted:good music to get murdered to yeah maybe i should see how it pans out peepsalot posted:i like ur mud boobs totally the best part i know
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# ? Oct 19, 2013 23:14 |
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i've been trying to desolder some chips and led dot matrix displays and poo poo from a bunch of circuit boards. i think they were spare parts for a skeeball machine or something. they have these awesome led driver chips but they are 40 pins ughh and also whoever manufactured the boards had the extremely bright idea of bending some of the pins over to keep the chips in while they were soldered. barf
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# ? Oct 19, 2013 23:17 |
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echinopsis posted:yeah maybe i should see how it pans out in case my comment wasn't clear, i meant i liked it and it's creepy
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# ? Oct 19, 2013 23:22 |
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Trig Discipline posted:in case my comment wasn't clear, i meant i liked it and it's creepy thanks i was pretty intox last night when i put it up and looking back its totally unpolished but its amazing i got that far with anything before giving up tbh but thanks means a lot its also designed for subwoofers coz i am achilde
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# ? Oct 19, 2013 23:24 |
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echinopsis posted:thanks good stuff you ever listen to the caretaker?
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# ? Oct 19, 2013 23:36 |
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# ? Apr 24, 2024 23:59 |
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i think your choons would be better if you took some more risks with your compositions and maybe alienated some people with bland tastes
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# ? Oct 19, 2013 23:38 |