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shrughes posted:Ok, now the Hacker News reader analyzes differences and highlights new comments posted since the last time you visited the thread. A usability note, I couldn't notice anything highlighted here. Edit: Oh wait, that center comment is slightly whiter, I see it now. Might want to make that more obvious?
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# ¿ Apr 16, 2010 20:31 |
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# ¿ Apr 25, 2024 05:04 |
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shrughes posted:Seems obvious to me. Also, the programmer always considers their own solutions to be usable. I didn't mean to step on toes or anything, just providing my experience with it.
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# ¿ Apr 16, 2010 22:22 |
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I've been toying with building a procedural terrain generation system. Please excuse the texturing, the pixel shader was something slapdash to try and avoid the heightmap stretching on the y axis and the textures were more or less the first result for sand, rock, and grass. It works by first generating noise (diamond square or perlin), smoothing the result, and mixing it with a Veroni diagram. Then it simulates rainfall across the mesh, resulting in some flatter areas and general smoothing, while accentuating the cliffs. Another smoothing pass or three to get rid of the artifacts of the erosion, and voila. On my quad core machine, this process takes about 10 seconds to build a 1024x1024 quad mesh. I've also got it stitching together many such generated areas together, and I've let it build areas up to 8096x8096. I've also got some picking of the terrain (using binary search, no linear search yet) and some highlighting of the terrain.
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# ¿ Apr 20, 2010 02:02 |
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DeathBySpoon posted:
How are you dealing with physics and the long, narrow triangles? I had a friend who built something similar and ran into trouble when the triangles became extreme. Also, I'd love to learn about the algorithm you used to build that. What's it called?
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# ¿ Apr 23, 2010 23:21 |
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Sebbe posted:I've been working a bit on some sorting algorithm visualization, á la these Java ones. I've always enjoyed watching sorting algorithms at work.
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# ¿ May 14, 2010 05:11 |
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ChirreD posted:I'm wondering the same thing myself. Awesome. I love AR so much. I really need to get with the program and start putting together some AR demos. Got any good resources to get me started?
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# ¿ Jun 30, 2010 03:27 |
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I've been working on a boids implementation in Actionscript as a learning tool, and tonight I got some compound behaviors working. My boids are starting to swarm! Currently they are mixing wandering and seeking the mouse, but I hope to have the traditional separate, align, cohesion behaviors complete soon. They are just too much fun to watch!
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# ¿ Aug 25, 2010 05:33 |
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What's the significance of the colors in the boxes across the middle? At first I thought it was red for bad, green for good. But I'd think Missing RDA = 0 would be good.
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# ¿ Sep 23, 2011 08:02 |
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Dolex posted:As long as you do not shop at Walmart you have nothing to fear from EYE. You need to implement non-human pupils. Like goat's pupils with their rounded rectangle, or cat's pupils that narrow to a slit. That would make the whole experience significantly more otherworldly.
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# ¿ Oct 11, 2011 01:40 |
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Couple of my friends have been hosting a movie night for a few years now, I figured it's the perfect opportunity to stay fresh with Django by creating a living record of the movies they've watched. Here's the page for each 'event' which features info from the movie, as well as still frames and art. Each of the actors is a clickable link showing where else that actor has made an appearance at movie night. (Are we allowed to break tables in this thread?) Meanwhile, I thought, I've got this cool data source! What can I do with it? I've started by building radar charts based on the genres of the movie in HTML5: This was all built over the weekend, and it's been a real interesting project.
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# ¿ Nov 11, 2011 00:02 |
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Ephphatha posted:What is the graph meant to show? Frequency of each type of movie (ordered radially by something)? Yep, a bigger spike means more frequent.
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# ¿ Nov 11, 2011 20:55 |
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Griffith86 posted:Eventually yeah, I'm already planning for that I was just getting the rough idea down then I was going to go back and make adjustments for it. Also, you may want to be more deliberate in your use of color. For example, red indicates both void and pay, which are opposite actions, right? Blue means options and list products? The lines in the payment area seem to blur/smunge together.
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# ¿ Mar 23, 2012 02:46 |
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Looks like a Marathon map, doesn't it? WELL IT IS! Rendered on a HTML5 canvas element from a JSON representation of the map. I wrote a program to convert Marathon maps out of their binary format into a JSON service (well, technically just a JSON file now, eventually a service). Next step is seeing if I can't get them to render in 3d. If I can do that, then maybe I can port Alephone to the web.
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# ¿ Apr 15, 2012 04:38 |
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I continue to crack away at Marathon's map format in my spare time. I now render it using actual WebGL calls (gl.drawElements) rather than 2D canvas calls. Also, I can read the polygon type (water, platform, etc.) and respond accordingly. I'm incorrectly rendering secret doors, landscaped textured polys, and a few other things, but it's a solid first cut I think. I have the first cut at getting the lines in, but again, it's a first cut. I'm not properly ignoring lines between similar elevations, or the bolding the lines on the edge of the map. Exploring all this is incredibly cool and rewarding. WebGL is surprisingly different than the version of OpenGL used in Aleph One which is forcing me to actually understand both the OpenGL and the WebGL. The fact that javascript isn't strongly typed is making the code considerably simpler -- that and I don't need to hack in support for different platforms or SDL.
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# ¿ Apr 24, 2012 05:56 |
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pianoSpleen posted:Hi there! I've actually done a custom source port of Marathon before; if you're interested I can share my experience with you. Give me a yell if you are Yes, yes I am. You don't have the PMs, however. What's a good way to get in touch?
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# ¿ Apr 26, 2012 03:16 |
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This is the first thing I saw: Also, the purple backdrop behind the text doesn't really match the cartoony style you have going elsewhere. vv : I like the ball of yarn too, it just immediately reminded me of the Chrome logo. Pfhreak fucked around with this message at 21:57 on Apr 27, 2012 |
# ¿ Apr 27, 2012 21:26 |
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Pfhreak posted:I continue to crack away at Marathon's map format in my spare time. I now render it using actual WebGL calls (gl.drawElements) rather than 2D canvas calls. Also, I can read the polygon type (water, platform, etc.) and respond accordingly. I'm incorrectly rendering secret doors, landscaped textured polys, and a few other things, but it's a solid first cut I think. It's been a while since I posted my progress on this, but here's the latest screenshot: You'll see I now can render the level geometry, texture it, and apply lighting to it. Getting the lights to behave just like they did in the original engine took a little bit of doing, so I went ahead and recorded a (crappy low quality) video of them in action: http://www.youtube.com/watch?v=i8Me6KZQ-iw New higher quality video! Aleph one allows for each surface to be painted with a light index (see 0-25 above), and before I had them applied to surfaces, I rendered them to HTML elements below my canvas. 0-20 are predefined 5% increments, but above that there are pulsing lights, strobes, and flickering lights. Pfhreak fucked around with this message at 16:59 on May 4, 2012 |
# ¿ May 4, 2012 06:51 |
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Maluco Marinero posted:Yeah, the context is a bit different. This is considered more of an editing and review page, setting up the plan. The operating hours is a value that they can keep up to date on the overview page (not implemented yet, that's on this weeks sprint). This is fairly standard fare on ships, every day you do rounds and update your numbers. Instead of a paper form it goes on a computer. They only really have to do it weekly anyway. The meat of the action is in the overview page (last shot I promise, then I'll take it to the web thread): Your usage of dates is inconsistent. For past due items you use "<number of days> days". For future items you use "<day of the month> <name of day of the week>". So I go from 1 day overdue to 1st Friday. It's a bit jarring. Might want to go with a consistent <X> days on either side and perhaps include the day of the week on the next line or something. (Or maybe include the day of the week only for events within the next 7 days.)
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# ¿ Jul 10, 2012 17:02 |
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I know it's been a long time since I posted anything on this. Been working with my employer on figuring out how to work on personal projects in a non-competitive way. Good news is, been greenlit to keep going on my project -- a javascript/webgl port of Marathon Infinity. I just got moving platforms working: I tried to capture video, but every program I used lowered my framerates to poo poo. So you guys get a picture of a half open door. Next up is playing with the mouse capturing features of modern browsers or cleaning up my abuses of the GC.
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# ¿ Oct 7, 2012 22:39 |
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Mug posted:Cross-posting from the Making Games Megathread just to say that holy poo poo it can be really hard making items on a 2D plane (the floating popup arrows) correctly align with an isometrically skewed plane. Took a couple of hours of tiny adjustments but it looks like they're lining up all good now. Now that you've pointed it out, it seems like lots of things aren't lined up. The doors, the plants, the box in the bottom. The lines on the walls and the floor cells.
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# ¿ Oct 12, 2012 06:07 |
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Programmer Humor posted:Here are some early graphics for my If you figure out how to do tunneling/interior spaces well, let us all know. I have yet to play a 3D game that has been able to do this decently.
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# ¿ Nov 12, 2012 20:33 |
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Been working on assembling all the various bits and bobs to make a God/Sim game about colonizing Mars. Something in the vein of Dwarf Fortress or Evil Genius, but focusing on maintaining a healthy colony a long way from home in a hostile environment. Anyhow, I've been working on laying the foundation -- behavior trees, game components, pathfinding, etc. I finally have something gamelike! Here's the ugly map with a colonist (green square) carrying some steel to go build a brick press! Speaking of the brick press, it's defined in a file like: code:
(I'm using Unity and Behave.) Now the really fun stuff starts.
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# ¿ Dec 9, 2012 03:45 |
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Huragok posted:Please tell me it's based on Kim Stanley Robinson's Mars Trilogy That's one of the biggest inspirations. Basically that chapter, the Crucible, blew my mind years ago and I've always wanted it to be a game. That and things like the Global Village Construction Set (http://opensourceecology.org/wiki/Global_Village_Construction_Set). I love me some Science and Engineering.
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# ¿ Dec 10, 2012 00:58 |
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Shalinor posted:How is Behave treating you? If it didn't have that beautiful UI... The documentation is poor, at best. The entire thing is closed source, so there's no tweaking it to suit your needs. I have a class file (my Colonist agent) that is super bloated because every action/decorator is a set of functions on a class. On the flip side, I'm delighted every time I wire up a behavior and it's as simple as dragging a few 'gather resource' nodes onto a window. Boom, new game entity. For me, it has high highs and low lows, and could use some love and attention (and some open source!)
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# ¿ Dec 10, 2012 18:50 |
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Maluco Marinero posted:Nice find btw, I just bought this guy's album, he's got good stuff. He does shows around Seattle, if you are in the neighborhood. They are incredible.
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# ¿ Jan 4, 2013 06:59 |
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Orzo posted:I've been working on it steadily for a few months. Check some of the earlier blog posts from where I linked...the beginning of the blog is pretty much the beginning of development, so you can see it in its most primitive state (except for the first 2 weeks or so of development). When you say layers, are you talking visual layers or logical ones? (Like heights, etc.) When I peeled apart the Chrono Trigger ROM, I discovered that they had done something pretty clever with their layers. The player could walk on only 2 different height layers, A and B. If you were in layer A, layer B was solid, and vice versa. There were a number of different ways to transition the player between them, but the most obvious one was ramps that would just toggle which layer the player was on. So going up a complex mountainside was just switching the player back and forth between the A and B layers. It looks like a complex series of different heights visually, but it's all modeled as a single back and forth boolean switch. Pretty neat!
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# ¿ Jan 15, 2013 06:52 |
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# ¿ Apr 25, 2024 05:04 |
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Cartesian_Duelist posted:Auction site I'm making: Make the pricing information more obvious. It's difficult to scan through now.
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# ¿ Mar 6, 2013 09:11 |