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what do I need to learn/do to make cool poo poo like this? (ignore the ntf bollocks) https://twitter.com/ezzzrrra/status/1383119319291330562?s=21
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# ? Apr 18, 2021 22:16 |
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# ? Apr 19, 2024 22:50 |
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vodkat posted:what do I need to learn/do to make cool poo poo like this? Shaders. GLSL if you wanna do something by directly interfacing with OpenGL (including WebGL) but also most popular game engines have some platform-agnostic way to write them.
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# ? Apr 18, 2021 23:20 |
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Luigi Thirty posted:I stuck a Proliant in my spare bedroom OP this is so pro by the way I recommend everyone kneel before the alter of modular rackmount storage servers I convinced her to get the ProLiant after getting my own and being massively impressed by what a relatively small amount of cash on eBay actually got me get a DL380 Gen 8-10 with 12 LFF bays and just throw disks in it one after the other put root on an SSD, put recovery on an SD card or USB key and install it internally, set up ILO, and see if you can actually make use of hundreds of GB of RAM I serve swap files over NFS from a RAM disk to my retro machines and even a raspberry pi, lol
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# ? Apr 19, 2021 06:47 |
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Fib posted:I remember Vernor Vinge predicted this in the 90s in A Fire Upon The Deep or maybe A Deepness In The Sky, for video calls between starships I think it’s A Fire Upon the Deep, the kinds of protocols and computing needed can’t run in the Slow Zone, only in the Beyond and Transcend also it’s definitely going to be greedy loving humans that unleash a Blight “hmm, this archive says that if we take it to the Transcend it’ll assist in our uplift, doesn’t seem suspicious at all, not least of which when talking about superintelligence”
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# ? Apr 19, 2021 06:57 |
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having lots of fun with OpenVMS, my VAX workstation, and a graphics terminal atm i customized LSE to my needs. I don’t like MMS very much (it’s very finicky) and there’s a freeware clone I should install to replace it VMS supports modern stuff like git etc but not on VAX so I’m doing it the old fashioned way
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# ? Apr 19, 2021 09:10 |
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ughh drat it. for a long while now i was having issues with my 3d printer. most stuff would print perfectly fine, but when i printed something with a larger footprint i would have adhesion issues and layer issues in certain areas on the model. i tried to figure out what was going on but it didn't have any problems with smaller things so i kinda assumed it was just a random adhesion issue or something the printer is in another room and yesterday i was doing something to it while watching it go thru the auto bed leveling using the bltouch. the bltouch was hitting the drat binder clip in the front. it was assuming the bed was massively unlevel in the front, and when i printed something large enough, it was trying to compensate for it, causing all of the issues i was having. im a loving idiot.
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# ? Apr 19, 2021 19:00 |
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that's an excellent debug story tho, no shame
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# ? Apr 19, 2021 19:08 |
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Jonny 290 posted:that's an excellent debug story tho, no shame
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# ? Apr 19, 2021 19:15 |
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Samuel L. ACKSYN posted:the bltouch was hitting the drat binder clip in the front. it was assuming the bed was massively unlevel in the front, and when i printed something large enough, it was trying to compensate for it, causing all of the issues i was having. well its the binder clips fault for getting in the way
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# ? Apr 19, 2021 20:27 |
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i'm making a wow addon (this is the literal idiot project thread right) to manage macros and since i didn't want to display the editor when no macro is selected i figured i'd display the logo and version instead i wanted to do something pretty but wow's graphic api for addons is pretty limited. but you can draw lines and i thought of playing around with marching squares and an old school demo fire effect and im pretty happy with how it turned out: https://i.imgur.com/vvgHKpe.mp4
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# ? Apr 22, 2021 01:42 |
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not much what's n'zoth with you
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# ? Apr 22, 2021 01:43 |
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hell yeah, giving me vibes from the good old days of running everything i found on aol warez private rooms on my parents computer
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# ? Apr 22, 2021 02:11 |
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speaking of warez i should probably get back to working on yosbbs
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# ? Apr 22, 2021 02:19 |
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Zlodo posted:i'm making a wow addon (this is the literal idiot project thread right) to manage macros and since i didn't want to display the editor when no macro is selected i figured i'd display the logo and version instead new wow keygen looks sick
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# ? Apr 22, 2021 02:27 |
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Luigi Thirty posted:my vt340 is from '89 and the vt420 i have is from '91, you can repair or replace everything in them but the CRT itself (unless you happen to have a supply of those somewhere) It just gave that workplace a reason to replace them with computers as they were slowly phasing out that system
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# ? Apr 22, 2021 04:53 |
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Corla Plankun posted:hell yeah, giving me vibes from the good old days of running everything i found on aol warez private rooms on my parents computer Pile Of Garbage posted:new wow keygen looks sick i know, Im actually considering adding some horrible chip tune and a scrolling text
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# ? Apr 22, 2021 07:16 |
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Zlodo posted:i'm making a wow addon (this is the literal idiot project thread right) to manage macros and since i didn't want to display the editor when no macro is selected i figured i'd display the logo and version instead Hell yeah, just needs chip tune arpeggios I have a bunch of computer junk coming next week hell yeah. a Morrow Designs CP/M desktop computer, an old Altera CPLD kit, an AlphaServer DS10...
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# ? Apr 22, 2021 10:02 |
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my alphaserver arrived and it owns i had to swap the (dead) cdrom drive out of it but other than that it works perfectly. 617MHz 21264 CPU, 768MB of RAM (upgradable to 2GB), DDS3 tape drive, HP OEM 3dlabs video card CDE!!!!! i plopped in a hard drive and installed vms 8.4 plus all the compilers and software that come with the hobbyist package so i've got C, C++, COBOL, Fortran, Pascal, all the hits. also samba, git, and other stuff! and they have full toolchain integration with visual studio code now so i can write CUBE.F77 on my desktop
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# ? Apr 27, 2021 09:57 |
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alphas loving own.
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# ? Apr 27, 2021 10:47 |
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man, 4430 people other than luigi30 actually developing for vms.
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# ? Apr 27, 2021 11:08 |
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iirc vms still has a few weird niche uses in obscure industries.
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# ? Apr 27, 2021 12:59 |
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Sweevo posted:iirc vms still has a few weird niche uses in obscure industries. banks and medical, I think unlike most of my weird projects this one could actually impress a future employer
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# ? Apr 27, 2021 16:40 |
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Luigi Thirty posted:my alphaserver arrived and it owns Sweevo posted:iirc vms still has a few weird niche uses in obscure industries. My workplace finally got off their user account system that depended on VMS back in 2016 after nearly 40 years, and finally shutdown our last DEC branded server mid last year
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# ? Apr 30, 2021 01:10 |
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that day i finally got to dump all of the old HPUX servers they forced me to manage into the ewaste will probably remain the highlight of my entire working career forever
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# ? Apr 30, 2021 07:01 |
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who likes cubes? I’ve got my library files so robust now that I was able to transplant the 3D projection stuff right from my Saturn game engine into a VMS application just had to fix syntax for the older compiler and hook up the ReGIS renderer https://twitter.com/LuigiThirty/status/1389117901026828292?s=20
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# ? May 3, 2021 08:54 |
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tite af
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# ? May 3, 2021 09:17 |
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cyoob
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# ? May 3, 2021 15:07 |
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Luigi Thirty posted:who likes cubes? I’ve got my library files so robust now that I was able to transplant the 3D projection stuff right from my Saturn game engine into a VMS application all hail cubelib
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# ? May 4, 2021 20:54 |
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LuiGL
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# ? May 5, 2021 02:03 |
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did some work making realtime antialised thick polylines with zero overdraw. may as well do a writeup! this is a thick polyline: making one of these out of triangles with no overdraw is a severe pain in the rear end, so i gave up after a few hours. it's an infinity of unavoidable edge cases. and the lines will have transparency and sometimes gradients so any overdraw is a big no-no. so i thought, hey, GPUs are stupidly fast now so can't i just evaluate the entire polyline analytically per-pixel on the GPU? oh yeah! inputs to the GPU: - a quad (the bounding box of the polyline) - points (the polyline segments) - points count - radius (line thickness) first attempt: - find the closest point out of all lines to the current draw position - output pixel = 1.0 / distance result: glowing laser beams let's try that again: - find the closest point out of all line segments to the current draw position - output pixel = 1.0 / distance result: a glowing polyline. yes! now add a simple binary threshold using distance and radius: result: thicc boy with rough edges that aliasing though. it's gotta be smooth. instead of a binary threshold, make a smooth gradient between inside and outside by clamping between two thresholds 1 unit apart. result: perfectly antialiased fatline next is colour interpolation along the polyline. to do this we need a metric of how far the pixel is along the polyline. sounds tricky but it's not as bad as it sounds, since the fraction of how far along the segment a pixel is gets naturally produced by the line segment distance evaluation. the initial drawing of multiple lines was caused by not clamping this to [0,1]. fraction along the polyline rendered on top of the polyline as greyscale: this looks pretty funky when moving. it's like a voronoi diagram or something. idk i'm not a mathman ok. https://i.imgur.com/loXeUkL.mp4 now we can lerp between colours along the line. woo!: hm. didn't i see this at your mom's house? one problem with this: it's very slow when scaled up. it's okay for short lines with few points, but evaluating the distance for each pixel in that entire box is very time consuming and making it fullscreen with 256 points brings my gtx 1070 to its knees. but! this can be hugely optimised. only the pixels which fall approximately on the polyline should be evaluated at all. and we can limit the evaluation of certain pixels using the stencil buffer. the stencil buffer acts as a configurable mask for further drawing to use. pixels which fail the stencil test don't execute the pixel shader at all. first i'll add a debugging aid to show how many pixels the heavy-duty shader is touching. this shows as dithered red dots and represents the pixels which aren't stenciled out. starting point: drawing everything. mostly wasted effort as you can see by the ocean of red. let's create a stencil of the basic outline using boxes expanded to the radius of the polyline plus a small tolerance value. this sets any covered pixels in the stencil buffer mask to 1 but doesn't draw anything visible. now with the stencil test enabled only for the masked area, MUCH fewer pixels are being touched and it runs wayyyy faster. but we can do better! if we know the colour inside the line is going to be constant we can simply fill it with solid colour without evaluating any distances (and it works for transparency too). the fill is drawn with stencil buffer writes to zero, cutting out the inside of the mask. the approximation boxes are shrunk so just the corners and edges are left uncovered (for rounding and antialiasing to work). this time drawing will be left enabled so the fill gets drawn and the mask gets updated at the same time. now hardly any pixels are going through the heavy duty shader. it's now outright cheap to draw these fancy lines. it could be improved more with some effort, e.g. using circles to stencil out even more pixels, and limiting the range of segments evaluated at certain points along the line, but that's good enough for me!
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# ? May 5, 2021 23:27 |
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This is legit v interesting.
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# ? May 5, 2021 23:49 |
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That was really cool and I agree, legit interesting. Top shelf pixel touching is what I'm trying to say
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# ? May 6, 2021 04:50 |
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Wow, that was an interesting read thanks!quote:- find the closest point out of all lines to the current draw position I'm trying to get my head around what you're saying here but I'm not getting it, could you explain this a bit more please? I do get the difference between the lines and line segments, and how taking 1 over a distance causes that glow effect. I just don't get "the closest point out of all lines to the current draw position". Thanks! spankmeister fucked around with this message at 07:42 on May 6, 2021 |
# ? May 6, 2021 07:39 |
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Thanks for sharing, Spatial! It reminds me of this blog post about the rendering of infinite grids in UIs.
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# ? May 6, 2021 09:38 |
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Nice! my idiot project is proceeding apace https://twitter.com/LuigiThirty/status/1390234503214469120?s=20
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# ? May 6, 2021 10:21 |
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spankmeister posted:Wow, that was an interesting read thanks! each pixel needs to evaluate how close it is to the polyline. the inputs to this procedure are the pixel's position and the list of line segments. the shader iterates over each line segment, evaluating the distance to the pixel, keeping track of the lowest distance value it has found. this minimum distance is then used to define the boundary of the final shape together with the drawing radius.
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# ? May 6, 2021 10:58 |
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cool regis cube, can you do a kathy lee one though?
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# ? May 7, 2021 03:31 |
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peepsalot posted:cool regis cube, can you do a kathy lee one though? boo! get out! making progress on getting my voodoo2 going in VMS https://twitter.com/LuigiThirty/status/1390958675754471427?s=20
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# ? May 8, 2021 10:30 |
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im working on a sql online course, finally managed to get multiple joins working together!code:
code:
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# ? May 9, 2021 22:06 |
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# ? Apr 19, 2024 22:50 |
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i made a synth https://www.youtube.com/watch?v=9nL3C2CP40U Zaxxon fucked around with this message at 08:44 on May 10, 2021 |
# ? May 10, 2021 08:39 |