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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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sam_suite
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« Reply #680 on: July 15, 2014, 08:26:28 PM »

Yes, of course. In the new, fixed version, your GPU is incinerated immediately on launch for perfect immersive game feel. Right away, as transistor shrapnel and graphics dustTM is flung into the room, you truly know what it would feel like to be a rocket-chainsaw.
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Sik
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« Reply #681 on: July 15, 2014, 08:30:56 PM »

Don't forget to make the monitor explode first.
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hjeldin
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« Reply #682 on: July 17, 2014, 06:28:44 AM »

Hey, new around here!  Gentleman
I was toying around with lens distortion, when this came up:



Self-spawning tables all over the place!  Facepalm

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powly
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« Reply #683 on: July 17, 2014, 06:39:37 AM »

  • Rotate to make the text spin on its center
  • Translate to shift the origin for the next transform
  • Scale to enlarge the text around its upper left corner
  • Translate text to its final position on screen

Ah, I thought the first translate was to get the text to render centered and you'd just scale it from the center. Scaling from the corner would probs work better though!

Yes, of course. In the new, fixed version, your GPU is incinerated immediately on launch for perfect immersive game feel. Right away, as transistor shrapnel and graphics dustTM is flung into the room, you truly know what it would feel like to be a rocket-chainsaw.

Oh boy, that amount of particles (or a magnitude or two more) shouldn't be GPU bound. Not sure about phones though, if you happen to target those.
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Schilcote
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« Reply #684 on: July 17, 2014, 07:25:47 AM »

Oh boy, that amount of particles (or a magnitude or two more) shouldn't be GPU bound. Not sure about phones though, if you happen to target those.

Why not, if you'll excuse my noobishness? Surely having the calculations be done as close to the end-point as possible is always better up until the point you run out of VRAM?
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rosholger
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« Reply #685 on: July 17, 2014, 08:12:26 AM »

Oh boy, that amount of particles (or a magnitude or two more) shouldn't be GPU bound. Not sure about phones though, if you happen to target those.

Why not, if you'll excuse my noobishness? Surely having the calculations be done as close to the end-point as possible is always better up until the point you run out of VRAM?
i think your missreading it, they mean that the bottleneck wont be the gpu but cpu, not because the calculations should be close to the end-point but because gpu's are beasts when it comes to pure math
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powly
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« Reply #686 on: July 17, 2014, 09:03:48 PM »

More like excuse my irrational need to white knight the GPU Durr...? But I have to; it's a really cool thing. This isn't relevant especially since I have no idea what exactly is sSuite doing - but if he has problems with GPU perf he either devs for some mobile platform or is doing something wrong (besides joking about horrible deaths of GPUs ;__;)

But let me clarify. By "not GPU bound" I mean performance: it shouldn't be the bottleneck - sorry if that was unclear. The traditional problem with rendering large amounts of particles is simulating them on the CPU and then running out of bandwidth when streaming the data onto the GPU. So the GPU could render more, the CPU could send more, the programmer would like to do more, but the memory lane is not fast enough. With shaders you can do pretty complex simulations on the GPU as well so you can just keep the data in VRAM and only have the CPU issue commands to emit, simulate, render and whatever which are way less of a hassle to send over. By both simulating and rendering on the GPU you can realistically get to millions of particles with current hardware - that'd be more than you usually have pixels on the screen. Obviously it isn't trivial to get up and running so if you're looking for a few thousand particles you should be fine with streaming their coordinates.
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sam_suite
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« Reply #687 on: July 18, 2014, 10:04:21 AM »

Wow, thanks for the thorough explanation! This is just a flash game, so I don't really even have control over resource allocation in anywhere near that depth, but now I kind of wish I did.
Probably there won't ever be more than like 250 particles at a time in the normal game, but think of the possibilities...
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Zack Bell
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« Reply #688 on: July 18, 2014, 06:08:17 PM »

Not quite as funny as the never-ending-growing timer, but...



Pause object draws all objects to a surface before deactivating them. Destroying this object after un-pausing is important.

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MorleyDev
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« Reply #689 on: July 19, 2014, 03:18:51 AM »

Maybe a bit simple of a fail, but when I've been playing around with an entity component system, and I figured the smallest practical test is a little game of pong. So I made pong, but when collisions occurred between ball and paddle I accidentally set the ball speed to the paddle position and the ball position to the inverse of the original ball speed.



End result, it becomes a weird game of catch between yourself and an invisible thrower, with the other player just watching and laughing.
« Last Edit: July 19, 2014, 03:56:16 AM by MorleyDev » Logged

Kyuugatsu
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« Reply #690 on: July 26, 2014, 05:35:37 PM »



Constantly respawning for no reason.  Huh?
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BilbyCoder
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« Reply #691 on: July 27, 2014, 05:43:08 AM »

Unity 101.  Never spawn an item in an update loop.



Video:

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« Reply #692 on: July 29, 2014, 03:54:10 AM »

Yay?
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« Reply #693 on: July 30, 2014, 01:06:03 AM »



Found this in my screenshot folder.
I guess I forgot to clear the display during the game loop.
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Sik
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« Reply #694 on: July 30, 2014, 06:52:13 AM »

Oh wow



The explosions that come up when beating the final boss actually destroy the level itself. Wow. (the screenshot isn't very good but you can see some derbis at least) This is technically a bug, but I'm definitely not going to fix that, too awesome to get rid of it. I guess I forgot to remove that part of the programming when I made those explosions.
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Sebioff
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« Reply #695 on: August 01, 2014, 07:30:48 AM »


A bug in a terraforming tool raised the terrain until stack overflow.
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Sik
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« Reply #696 on: August 01, 2014, 08:27:10 PM »

More like universe overflow to me.
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« Reply #697 on: August 05, 2014, 09:08:25 AM »



At least the path's clear, right? Shrug
I'm just surprised at the 30 FPS gif that didn't murder the 60 FPS gameplay too badly... (apart from a noticeable lag section for some odd reason)
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MorleyDev
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« Reply #698 on: August 05, 2014, 05:56:02 PM »

I...I may have made a minor mistake in the pipe spawning logic:
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Henry_Oswald
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« Reply #699 on: August 05, 2014, 07:41:39 PM »

Unity 101.  Never spawn an item in an update loop.



Video:





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