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879063 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 06:56:13 AM
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1  Developer / Technical / Re: Algorithms/equations for "blowing in the wind" motion? on: July 17, 2012, 09:23:31 AM
Wind speed is straightforward save one thing that's easy to forget as a programmer -- wind propagates.

Oh my gosh. All these years of trying to simulate wind, and I never even thought about that. Thanks for making me a little bit smarter!

how does that make you feel smarter? i mean, if you didn't figure it out yourself in such a long time and all (not that i did either, but it makes me feel dumber to realize that, not smarter)

There are two types of 'smarts', right? Inherit (your IQ or whatever) and your experiences (I guess you could call it 'street smarts'). My IQ is pretty set by this point, but I can continue to increase my knowledge about the world everyday, even if its something as small as how to simulate wind correctly. This increase of knowledge lets me understand the 'whole picture' better, thus making me smarter.

Knowing that wind is intermittent could potentially apply to other areas as well (the first, terrible example I can think of is waves), and so when I approach other problems I have more 'smarts' to deal with them now.

That's the idea, at least.
2  Developer / Technical / Re: Algorithms/equations for "blowing in the wind" motion? on: July 17, 2012, 08:16:02 AM
Wind speed is straightforward save one thing that's easy to forget as a programmer -- wind propagates.

Oh my gosh. All these years of trying to simulate wind, and I never even thought about that. Thanks for making me a little bit smarter!
3  Developer / Tutorials / Re: 2D Shadow Effects on: July 15, 2012, 12:01:01 PM
Thanks for this... it was fun to play around with.

Not sure if I followed all the steps correctly or if the code is useful, but here's an example in JS fiddle that draws to the canvas.

http://jsfiddle.net/tfaas/7K45A/
4  Developer / Art / Re: Doodles Thread on: July 15, 2012, 11:21:09 AM
@pen Awesome stuff!

Doodle of the day:
5  Player / Games / Re: Ouya - New Game Console? on: July 13, 2012, 12:48:11 PM
This might mean that the OUYA could get some F2P online games that the 360 couldn't or wouldn't back.

Now that is cool... hadn't though of that. It seems like micro transactions are still doing well, I bet a number of indies would prefer to go that route (play the game for free, but pay me if you like it enough to get better parts of the game).
6  Developer / Technical / Re: When did programming "click" for you? on: July 13, 2012, 04:19:51 AM

Regarding the section I've bolded above: if this still happens, it can't be the final phase. There is definitely a stage beyond this where you no longer get tasks assigned to you because nobody above you has the depth of understanding needed to know what you should be working on.

You're going for a Yoda-like status, right? Where he's so dang smart, he's the only one qualified to give himself orders anymore.
7  Player / Games / Re: Ouya - New Game Console? on: July 13, 2012, 04:13:54 AM
Anybody seen the list of games they have up for people to vote that they want the Ouya to have it. Things like Mass Effect and Assasin's creed (and more reasonable things like Terraria). Is the console really capable of playing that kind of stuff?
8  Developer / Art / Re: 2D terrain lighting on: July 13, 2012, 04:10:01 AM
These dang images have kept themselves stuck in my mind all of yesterday. Keep it up, they look great.
9  Developer / Technical / Re: When did programming "click" for you? on: July 12, 2012, 06:28:21 AM
+maetheec
+iEnjoyFreeBacon

That 'birds eye'/architecture is pretty awesome once you start getting it. All the joy of building stuff that fits together (and reacts to each other) without having to actually get off your butt and make stuff. Wish that programmers had told me how awesome that part was sooner.
10  Player / Games / Re: Ouya - New Game Console? on: July 12, 2012, 04:16:55 AM
I must admit every time I see the console, I'm pretty nonplussed. However, the controller looks amazing. I'm temped to back it just for one of those.


I find it hard to find any really good games on my Android phone (which would be the first stock for this system, right?). I'm worried about what the Ouya will have to draw people in with...

SolarLune's concept of indie publishers is an interesting one... seems like a lot of mobile game review sites could find a way into that with relative ease.
11  Player / General / Re: Kickstart This Shit on: July 12, 2012, 04:02:37 AM
Self promotion still irks me, but here I am anyway, whoring out my brother's and my project:

http://www.kickstarter.com/projects/sfbgames/detective-grimoire-mystery-adventure-game-for-ios

Adventure game thingy for iOS/Android, now most probably on PC/Mac too, and maybe even Linux if I can get it to work.



Well, you have yourself a new fan here. I like what I see on the kickstarter page. Very cool.
12  Developer / Technical / Re: When did programming "click" for you? on: July 12, 2012, 03:56:37 AM
I think I skipped a step there... I got a job programming, then I thought my game engines were cool... now I'm just getting tired of writing the same stuff over and over again.
13  Developer / Technical / Re: Good shader start points? on: July 12, 2012, 03:51:39 AM
Thanks for the recommendations  everyone. I'll definitely take a look at that book. And _Madk, I love your stuff. Blending overload there.
14  Developer / Technical / Good shader start points? on: July 11, 2012, 06:55:07 AM
Hey all,

I've got a bit of interest in learning how to program shaders... but this far I've only learned what I can from looking through some webGL shaders and trying my best to figure out what they were doing in those examples.

I managed to program a shader that outputs amalgumated circles from a screen's data, but it only works in certain aspect ratios... so I must be doing something wrong here...

http://dustytome.net/demos/randomJS/poits.html

Thanks for any resources you could point me to.
15  Developer / Art / Re: 2D terrain lighting on: July 11, 2012, 06:47:52 AM
Hey, sorry to derail the thread here, but is there some accepted way of doing this kind of lighting (the basic falloff from visible to obscured tiles)?
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