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ashgromnies posted:How do you learn to do stuff like vertex shaders? I assume there's an "accepted" way of doing it. I'm really curious about all this neat graphics programming after spending years in Linux command-line hell. The Orange Book and the GPU Gems series are good places to start.
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# ¿ May 19, 2008 17:41 |
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# ¿ Apr 25, 2024 23:23 |
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SuperFurryAnimal posted:I've written a decent summary of the simulation as it currently stands, but I can't get to it at the moment - I'll post it in the next few days. This is really cool. You might find Real-time Motion Retargeting to Highly Varied User-Created Morphologies (Spore's procedural animation) interesting, although I'm sure your techniques create much more realistic animation for spiders.
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# ¿ Jun 12, 2008 22:33 |
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Sterra posted:A small java application designed because my hand tends to hurt after clicking the mouse for a while. Surely you're joking?
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# ¿ Jul 5, 2008 20:22 |
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Lumpy posted:I'll stop obsessing now. The right edge of "Quit" should be aligned along the right edge of the logo, as "Login" is along the left edge. Edit: "Loging in" Scaevolus fucked around with this message at 08:01 on Jul 9, 2008 |
# ¿ Jul 9, 2008 02:52 |
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cletus42o posted:This looks cool, but you really should use PNG for screenshots
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# ¿ Jul 17, 2008 04:18 |
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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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Eclipse and Second Life: a match made in heaven.
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# ¿ Dec 5, 2008 05:43 |
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hexadecimal posted:I hate Second Life, I would have just made my own viewer, but I was made to use SL You have my pity.
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# ¿ Dec 5, 2008 05:49 |
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terminatusx posted:C&C This looks interesting, but maybe you should choose a different abbreviation.
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# ¿ Mar 12, 2009 04:37 |
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Supervillin posted:Saw that I had 50k+ unique visitors last year on my lovely avatar scraper, so I figured if people use it I should give it a facelift. SAARS 2.0: Nice. Since (I assume) you're reading the http headers from the forums anyways, do you think you could add the creation/modification times for the avatars?
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# ¿ Mar 18, 2009 17:50 |
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Supervillin posted:Edit: All of the above's fixed. Will take a look into the image headers and see if I can put in the creation/mod times in the image alt or title or something useful. Cool, it's nice to have suggestions taken
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# ¿ Mar 19, 2009 09:16 |
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BeefofAges posted:
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# ¿ Apr 11, 2009 05:39 |
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Factor Mystic posted:Guess which one of these I designed Factor Mystic posted:Comprehensive file association editor for windows, with focus on usability. Designed for Vista, plays nice with UAC, but most file association stuff can be set as a user preference anyway. I'll be posting a thread in SH/SC for feedback when it's done.
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# ¿ Apr 11, 2009 07:31 |
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Fecotourist posted:Does the information in this picture uniquely determine the arrangement of the squares on the other side? You'd think that the opposite corner, for example, could have any of 3 orientations, but maybe there are some subtle constraints.
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# ¿ Apr 19, 2009 10:53 |
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Factor Mystic posted:Thanks for the devkey! You don't need it anyways if you're just grabbing posts, (you just go to http://api.betacie.com/view/random?language=en)
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# ¿ May 20, 2009 06:21 |
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Here's the stdout an IRC bot I've been working on for a while: In it you can see KaeseEs one-upping me by showing off his bot's piping.
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# ¿ Jul 6, 2009 05:17 |
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Belgarath posted:Factor Mystic's Default Programs Editor made it onto Lifehacker: http://lifehacker.com/5339059/default-programs-editor-changes-file-associations-with-ease quote:It's a powerful, slick utility that probably should have been included in Windows by default.
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# ¿ Aug 18, 2009 11:00 |
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It's nowhere near as useful as that font maker, but I'm implementing maze algorithms that have already been done a million times. Hue represents distance from the start (top-left corner).
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# ¿ Aug 28, 2009 10:27 |
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Screeb posted:What's the hue if there are multiple routes to the same location? Or does it only work for mazes with one path to each location? Right now it generates perfect mazes (only one path between any two locations), but it would display the hue for the shortest distance if there were loops. Jo posted:I'm guessing it uses the lowest distance to the location, unless he's using something other than A*. I'm using Dijkstra's algorithm because it lets you find the shortest path between a vertex and every other vertex on the graph, while A* just uses heuristics to find a path between two vertices on a graph.
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# ¿ Aug 30, 2009 09:43 |
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Ugg boots posted:A* finds the least cost from one node to one of a set of goal nodes. And even then, that's not guaranteed unless your heuristic is admissable (as AgentF said), which it rarely is. I'll draw an example if people still don't get that.
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# ¿ Sep 3, 2009 08:34 |
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wlievens posted:I always thought that the most frequently used A* heuristic would be euclidian distance, either in a grid or in a graph. And that is admissable. I'd love to see realistic examples of the contrary! This is the case I was thinking of (applet here): So yes, A* would work fine for finding the shortest solution for the maze, but I wanted the distance for every node, making Dijkstra's Algorithm more efficient.
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# ¿ Sep 4, 2009 00:09 |
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tripwire posted:openGL is hard Glad to see you got it working-- what was the bug?
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# ¿ Sep 7, 2009 20:54 |
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tripwire posted:I know the genetic algorithm itself works because when I switch the rendering engine back to cairo it works like normal again.
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# ¿ Sep 7, 2009 21:10 |
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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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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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Strumpy posted:Are you using Perlin or Simplex noise for the clouds?
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# ¿ Feb 14, 2010 22:52 |
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Strumpy posted:
Looks nice, but it seems strange to have clouds covering everything. You could try raising it to a power so you get sharper outlines. (http://www.gamedev.net/reference/articles/article2085.asp)
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# ¿ Mar 29, 2010 00:34 |
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OneEightHundred posted:This is pretty awesome, have you considered trying to make it stand-alone for game integration if it's capable of running in real time? In the video it seemed to vary from .5 to 20 fps.
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# ¿ Apr 5, 2010 14:01 |
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Come on guys, it goes from #FFFFFF to #F6F6EF. Totally obvious.
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# ¿ Apr 17, 2010 01:52 |
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Sebbe posted:I've been working a bit on some sorting algorithm visualization, á la these Java ones. Have you considered using Cairo to render instead? It seems to work well for static sorting visualizations: http://corte.si//posts/code/visualisingsorting/index.html
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# ¿ May 16, 2010 01:55 |
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danishcake posted:Put this Android live wallpaper on the market over the weekend: I like this. Suggestions: Implement a few more maze-generation algorithms and have it shuffle between them. Some of them could look more interesting than your recursive backtracker. There's a good list here. Raise the price. No, seriously. Multiple developers have observed that app price under a certain point (around $5) seems to have no effect on sales-- the most important barrier is that of the user deciding to actually buy it, not the numeric cost. You'll get the same number of sales at £2 that you'll get at £0.75, but more than twice the revenue.
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# ¿ Sep 21, 2010 02:53 |
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wacky posted:This might be a dumb question but I can't tell if that is a real city or not. What city is it? Cityscapes are so effing cool and they tie in perfectly to the cyberpunk (dream) lifestyle of the programmer
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# ¿ Apr 10, 2011 18:39 |
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Reverse Engineering the MOS 6502 CPU gives a good explanation of how the original 6502 works, and in particular why the undocumented opcodes function as they do.
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# ¿ Nov 17, 2011 08:14 |
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Huragok posted:So I'm developing a numerical processing tool IN THE CLOUD:
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# ¿ Nov 19, 2011 14:16 |
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FeloniousDrunk posted:I'm tweaking and massaging a zoomy image viewer, initially for newspapers but intended to become a general viewer for large images and PDFs. It's all jQuery on the client side, and a godawful mess of ghostscript, pdftools, and stuff I've forgotten about on the back end. A few things that you're probably aware of: New tiles should load in the background. When you zoom, it shouldn't blank the screen as the new tiles are loaded. It should load them in the background and replace them. Double clicks should be caught so that you can't select images accidentally.
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# ¿ Nov 22, 2011 12:32 |
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Dr. Citan Uzuki posted:Any suggestions or advice is appreciated Shots should be visible when they're spawned (not beneath your plane). It makes it feel like there's a delay between when you press space and when the shot appears. Either make sure the page doesn't scroll (body{overflow:hidden}) or trap up/down keys so that they don't scroll the page.
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# ¿ Nov 23, 2011 00:49 |
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Here's a frog playing a video game: https://www.youtube.com/watch?v=WlEzvdlYRes
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# ¿ Dec 25, 2011 10:16 |
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Thermopyle posted:I've never done any GUI stuff, so this is a learning experience for me, but... You could simplify the "Device Type" column into Play/Record (Green Triangle/Red Circle) icons.
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# ¿ Dec 28, 2011 01:10 |
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duck monster posted:What I did was had a list of various machines that took multiple inputs and had multipe outputs, each machine would take a certain number of goods of type a and b, and poo poo out a certain number of x and maybe z. (Ie goods+waste). You could then hook the inputs and outputs together to create factories. So you might have a refiner that takes in iron ore and shits out iron, hook it to another machine that makes cogs and there might be a bunch of these machines that hook together to feed a spaceship engine plant, and these might then hook together with a chasis plant and a control systems plant to make a spacecraft. This could then be plugged into a plant that upgrades spaceships into a particular type of spaceship, and so on.
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# ¿ Jan 22, 2012 16:43 |
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# ¿ Apr 25, 2024 23:23 |
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mintskoal posted:Agreed, however Google will complain if you do a big email pull like that. Also, if a heavy user scanned 30 days of inbox and trash, it could potentially be thousands of messages at a time. I'd love to support that but I can't rely on Google to allow it. For instance, 14 days of trash and inbox in my account is 544 messages. Takes about 3 minutes to process.
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# ¿ Jan 24, 2012 18:52 |