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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Claw
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« Reply #220 on: January 11, 2013, 02:50:19 PM »

That looks cool AlexStv!

My latest shader blunder:
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BleakProspects
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« Reply #221 on: January 19, 2013, 06:27:48 PM »

I, too screwed up with infinitely spreading water.

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Code_Assassin
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« Reply #222 on: January 19, 2013, 08:50:13 PM »

snip

Lol wat did u do ;_;
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AlexStv
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« Reply #223 on: January 20, 2013, 04:14:13 PM »

That's some damn nice looking water BleakProspects, I love the ripples around 'islands' in the water. It seems finite water simulations are prone to infinite expansion; it took me quite a while to narrow down what was causing mine and now that it's fixed I can't make it look natural no matter what I try.
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Momeka_
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« Reply #224 on: January 24, 2013, 01:35:04 AM »

Ran out of vram in Unity and this happened:

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TheLastBanana
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« Reply #225 on: January 24, 2013, 10:15:34 PM »

I had just implemented a missile that comes out of the background and spawns in the foreground as another type. Unfortunately, my player-following code was a bit off, and I forgot to remove the missile after it respawned itself.
As a result, what should have looked like

ended up turning into...

THE ATTACK OF THE DIRECTIONALLY-CHALLENGED MISSILEFINGER
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keelo
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« Reply #226 on: January 27, 2013, 10:47:49 PM »



Trying to make pixel art bump mapping fast enough for my iPhone5.
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Evan Balster
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« Reply #227 on: January 30, 2013, 01:36:57 PM »



Whoops.
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« Reply #228 on: January 30, 2013, 01:55:22 PM »

That's the most awesome disk defrag interface i've ever seen :O
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Evan Balster
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« Reply #229 on: January 30, 2013, 04:29:27 PM »

It's actually a harmonic spectrum analyzer gone haywire.  That A# is its output.
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BleakProspects
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« Reply #230 on: January 30, 2013, 09:02:21 PM »

Accidentally added gravity to my light simulation

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ThemsAllTook
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« Reply #231 on: January 30, 2013, 11:27:06 PM »

Accidentally added gravity to my light simulation

AWESOME. My head is now spinning with ideas of cool things to do with a mechanic like that.
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Belimoth
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« Reply #232 on: January 31, 2013, 01:32:59 AM »

Yeah that's super cool.
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Evan Balster
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« Reply #233 on: January 31, 2013, 08:07:30 AM »

I helped a friend program a simulation of light that traveled around corners at one point.  It was mind-boggling.  Perhaps I'll get him to post it here...
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BleakProspects
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« Reply #234 on: January 31, 2013, 04:48:30 PM »

Some more examples of that weirdness

3 lights of different colors


1 light with random colors


Some other things



The algorithm is really simple. They're just bouncing balls which leak color onto the pixel they're in. They will bounce off of "occupied" pixels and take on the color of the occupied pixel multiplied by their own color. Each render takes like 1 minute.

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Evan Balster
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« Reply #235 on: January 31, 2013, 09:19:57 PM »

Looks fucking coool make it run in realtime
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« Reply #236 on: February 01, 2013, 03:11:47 AM »

Looks fucking coool make it run in realtime

but with a very small c, so you can see the light propagating Epileptic
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nikki
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« Reply #237 on: February 01, 2013, 04:21:08 AM »

yeah save that 'broken' program somewhere, that generaqtes these crackly addicticting beatiful images.

You mght be able to do something else with it one day.
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Pishtaco
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« Reply #238 on: February 01, 2013, 04:24:26 AM »

Perhaps the effect of gravity should depend on the wavelength of the light.
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powly
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« Reply #239 on: February 03, 2013, 12:00:57 PM »

And make it really small (like maby none) and you pretty much have a GI renderer. Pretty cool idea to do in 2D, though!
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