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879417 Posts in 32976 Topics- by 24365 Members - Latest Member: Mimiga

May 24, 2013, 03:57:19 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Beautiful fails.
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PompiPompi
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« Reply #75 on: July 31, 2012, 03:54:04 AM »

Err, rotating on the wrong axis...

http://youtu.be/agJxLuzLQkM
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Claw
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« Reply #76 on: July 31, 2012, 11:04:58 AM »

Classic lack of buffer clearing:

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owendeery
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« Reply #77 on: July 31, 2012, 06:52:02 PM »

Finally had a fail that I feel is worth of this thread. Like Claw, mine was a lack of buffer clearing.

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_Madk
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« Reply #78 on: August 01, 2012, 09:03:23 AM »

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Claw
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« Reply #79 on: August 01, 2012, 11:21:39 AM »

Cheesy the grey thing looks like a seal doing a backflip
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Udderdude
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« Reply #80 on: August 01, 2012, 12:12:57 PM »

Cheesy the grey thing looks like a seal doing a backflip

Can't unsee. Who, Me?
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« Reply #81 on: August 03, 2012, 03:14:23 PM »

While running in debug mode, I always save every 2048th frame to disk so when a crash like this happens I can show you folks...



The rainbow pattern in the grid is actually my memory allocator's boundary violation padding -- Freed memory should have a perfect pattern in it otherwise somethings written outside of where it should be writing... If I see the pattern in allocated memory, something's gone horribly wrong.

Video driver caused a Kernel panic half a second afterwards.
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mooosh
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« Reply #82 on: August 03, 2012, 03:28:24 PM »

I forget what exactly caused this, but I was working on a bloom effect



Typo in a median filter shader turned it into some kind of edge detector, making pretty patterns in the procedural sky.



please make a game that looks like this
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« Reply #83 on: August 03, 2012, 05:57:40 PM »

This is my current favorite TigForums thread.  Keep up the good (bad?) work guys.
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omgnoseat
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« Reply #84 on: August 04, 2012, 04:22:53 PM »

Jakob:  I demand video flythroughs.
http://youtu.be/YJ6bYjnswoQ

The landscape is literally the same one as from the previous videos except that a single euler step is applied to the vertices.
Is this realtime? looks pretty sick

not really a fail, I was just getting familiar with a new framework.



Bonus points for who can guess what the trail's image is.
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Udderdude
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« Reply #85 on: August 04, 2012, 06:38:23 PM »

There should really be a real-time collection of these.  Would make for a cool compo or something wacky.

I also made a few things with Liquidpaint in Java that kind of do this sort of thing, but intentionally. :D

http://rydia.net/udder/art/lp/pool2.html
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« Reply #86 on: August 04, 2012, 11:05:51 PM »

This is even older than the one I posted in June, but I accidentally turned on X-ray vision in my game:

I don't recall specifically what cause this. It was pretty cool, though.
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impulse9
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« Reply #87 on: August 05, 2012, 05:27:10 PM »

From a failed project ... I thought it was quite beautiful so I screen-capped it. I commented the line that cleared the draw buffer then in-game I was shooting and jumping around. Notice the 3D-ish structure in the background?  Well, hello there! I have no idea how it came to be though.

« Last Edit: August 05, 2012, 06:14:29 PM by impulse9 » Logged

Udderdude
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« Reply #88 on: August 05, 2012, 06:48:04 PM »

Lack of buffer clearing seems to be a common one, but the results are cool anyway.  There's even a way to get motion blur effects by placing a transparent buffer clear instead of a solid one.
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Maud'Dib Atreides
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« Reply #89 on: August 05, 2012, 06:50:37 PM »

Lack of buffer clearing seems to be a common one, but the results are cool anyway.  There's even a way to get motion blur effects by placing a transparent buffer clear instead of a solid one.

wow dude, I totes thought that I was the only one who knew that Wink
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