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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:54:44 PM
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1461  Developer / Creative / Re: So what are you working on? on: December 13, 2008, 03:50:01 PM


Tasty. Nice choice of blue.
1462  Developer / Art / Re: show us some of your pixel work on: December 11, 2008, 04:34:32 PM
<pic>
space...

C&C?

Has an Amiga-y feel to me, which is a very good thing. If I had to criticise I'd say his boots look smaller in frame 2 than in frame 1.
1463  Player / General / Re: Ok, this is OFFICIALLY pushing it. on: December 09, 2008, 01:17:03 AM
Oh snaps!
1464  Developer / Art / Re: show us some of your pixel work on: December 08, 2008, 04:28:07 PM
Well, i like the lower class servant girl, she's cute.

My thoughts exactly sir.
1465  Developer / Creative / Re: So what are you working on? on: December 08, 2008, 04:07:22 AM



That looks aceness. I wanna make a convoluted spaghetti junction type thing.
1466  Developer / Art / Re: show us some of your pixel work on: December 08, 2008, 01:26:13 AM


The pixels are 2x2 but the animations are at 1 pixels steps! And it works nicely.
1467  Developer / Creative / Re: So what are you working on? on: December 07, 2008, 03:49:06 PM
Maaaaaan, I get that so much from people it is really starting to make me feel like a huge dick.
I try really hard to distance myself from his style and do something a little more original but always subconsciously copy the fuck out of it. Not too late to change the main character around I suppose.

Hehe I was gonna say it looks a bit Gorillaz. Try and see it as a good thing, as it basically means it looks gorram awesome. Also, the skull dude on the right doesn't remind me of that style at all, so there's originality in there anyway.
1468  Feedback / DevLogs / Re: Minihero dev thread on: December 06, 2008, 06:26:36 AM
Looks ace, gogogogogo!
1469  Developer / Creative / Re: So what are you working on? on: December 06, 2008, 02:02:40 AM
Ishi, I'd be curious to see how you handled the little parts in your editor, as far as rendering goes. Geometry instancing? Shader instancing? Making batches by hand? Or even better, you just keep the surface geometry somehow?

It's super inefficient. Basically whenever you paint anything it recreates the entire mesh, generating polygons for each tile, also based on the adjacent tile (so it doesn't make faces inside the geometry).

When I get round to it I'll probably divide it up into smaller meshes so I only need to update a couple of those rather than the whole thing at once, then just weld them together when it comes to exporting it to .obj.
1470  Developer / Creative / Re: So what are you working on? on: December 05, 2008, 04:53:35 PM
thats really really cool textures now gogogo

Someday I'll add texturing to my editor, and then I shall do so Smiley
1471  Developer / Creative / Re: So what are you working on? on: December 05, 2008, 07:57:20 AM
Ishi, sounds like fun! When you have finished it, is there any possibility you could put togheter a small AI tutorial or something? Share the knowledge to us less fortunate Smiley

Possibly, if I do anything worthwhile!

Instead of working for the last 20 mins I instead blocked out a bit of Link's Awakening in 3D, just for fun.

1472  Feedback / DevLogs / Re: Cafe - Concepts/Mockups - Devthread on: December 05, 2008, 06:29:03 AM
Indeed.
1473  Player / General / Re: Just who in the hell are these people? on: December 05, 2008, 01:53:46 AM


Me on the right needing a shave, and the lead singer of Alestorm second from left Grin

The gig was AWESOME.
1474  Developer / Creative / Re: So what are you working on? on: December 03, 2008, 01:57:40 PM
So, back to the topic. I'm working on a platforming AI:
http://www.youtube.com/watch?v=OxtmJw9Wbg4
It's following the cursor, jumping to the nearest platform. Note the complete lack of slipping/falling.

That's rather nice that. I was thinking of possibly doing a platforming AI for the main project in my AI module, not sure how strict the limitations will be on what we can do though. Which brings me on to..

Ishi: Are you making movies or games? What are you studying that gives you grades for having fun?

Computer Games Science, which is basically the same as Computer Games Programming. My modules this year (final year) are Real Time Graphics (shaders!), AI, Procedural Visual Effects (awesome stuff like the water sim), Games Development (that team project RPG thing) and an individual Final Year Project (multi-threaded volume renderer). It definitely is fun but also a hell of a lot of work.
1475  Developer / Creative / Re: So what are you working on? on: December 03, 2008, 12:11:34 PM
Thankee Smiley

Nice physics simulation Ishi! What will you use it for?

Err, no plans at the moment really. Might improve it at a later date for the purposes of fun and getting a better grade but I don't have much practical use for prerendered water.
1476  Developer / Creative / Re: So what are you working on? on: December 03, 2008, 10:15:15 AM
Finally got my thing rendered:

http://www.youtube.com/watch?v=KrugJwDtmhQ
1477  Developer / Creative / Re: So what are you working on? on: December 03, 2008, 01:15:12 AM
How fast is that, Ishi? Compared to actually having a fairly detailed mesh in a VBO.

A hell of a lot slower I imagine! This is more of a crazy test of the technique. It's more suitable used in a subtle manner on large areas like walls and floors and suchlike, or maybe to add detail to an animated model where you do want to keep the poly count down.

Ishi- I like the volume render. So how does that work- is it a stack of planes with transparent textures on them, or is it some kind of specialized volume rendering technique?

It's ray tracing through the volume (basically stepping along the ray and sampling the volume). It's super-slow at the moment, but the main aim of the project is to learn how to multi-thread it and see how fast it goes on the 8-core computers in the uni labs. Smiley
1478  Developer / Creative / Re: So what are you working on? on: December 02, 2008, 04:24:20 PM
It's basically a strategy game inspired by the commodore 64 game Overload, though in order to get it to work as a strategy game the rules are pretty different Smiley

Sounds interesting. Kinda like Atoms, ish. Reminded me of it anyways.

Tonight I have been volume rendering a CT scan of some random dude's head: http://www.youtube.com/watch?v=RTBREjBEfEw

And also more parallax occlusion mapping (kinda broken, still work in progress):


Just 12 polys.
1479  Developer / Creative / Re: So what are you working on? on: December 02, 2008, 03:32:11 AM
Thanks everyone! Grin Very encouraging. My next aim is to parallax map a Weighted Companion Cube from a normal 6 sided cube.

Liquid physics? A particle system?

Smiley
1480  Developer / Creative / Re: So what are you working on? on: December 01, 2008, 03:00:59 PM
A quick stab at parallax occlusion mapping (the pic is basically two polygons + shaders)



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