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1075932 Posts in 44152 Topics- by 36119 Members - Latest Member: Royalhandstudios

December 29, 2014, 04:18:54 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
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Crimsontide
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« Reply #3520 on: August 22, 2013, 05:58:37 PM »

That's what I did - stored the closest point (: Didn't think about the diagonal method, though - got to try that too. And maybe implement this on a GPU to see how fast it actually is.

What's the motivation, though? What would you use something like this for? Particles colliding with geometry and maybe raymarching are the only examples I came up with after some thinking.

Really?  Nice.  Clearly my idea wasn't as unique as I thought it was.

My motivation is for ray marching/tracing.  I have a voxel 'map' but I don't want the cubish look of all the 'voxel' games out there.  So I create a signed distance field from map, and then ray trace over that in real time.
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powly
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« Reply #3521 on: August 22, 2013, 06:15:49 PM »

Oh cool, I find the cubey look pretty boring - we have the hardware to render pretty things so let's use it! And with a distance field pretty lighting will be very easy - can march for shadows, maybe fake some AO and even SSS if your world has things that need it. I'd probably still convert the thing into a mesh especially if it doesn't change every frame just for the performance gain, but it won't probably look as good and would be a pain to get working.

Good luck implementing it and be sure to post some screens!
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Crimsontide
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« Reply #3522 on: August 22, 2013, 06:28:28 PM »

Oh cool, I find the cubey look pretty boring - we have the hardware to render pretty things so let's use it! And with a distance field pretty lighting will be very easy - can march for shadows, maybe fake some AO and even SSS if your world has things that need it. I'd probably still convert the thing into a mesh especially if it doesn't change every frame just for the performance gain, but it won't probably look as good and would be a pain to get working.

Good luck implementing it and be sure to post some screens!

I will, but that won't be for a few months.
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Geti
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« Reply #3523 on: August 22, 2013, 11:23:33 PM »

Do it tonight or this weekend. Ludum dare 48 raymarch those voxels to death. Hand Metal Right

But yeah no it doesn't take too long to get something running as proof of concept, here's a few afternoons of hacking in free hours at uni from several pages back in this thread, using procedural distance fields in software only (hence the 4fps and tiny res, haha).



Do it!
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Prinsessa
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« Reply #3524 on: August 23, 2013, 02:57:46 AM »

SDL 2.0 makes me very happy. Will be trying it out properly for this Ludum Dare. Half a day left!
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Geti
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« Reply #3525 on: August 23, 2013, 06:27:29 AM »

SDL 2.0 makes me very happy.
Yeah I've been looking over it all week and getting a nerd boner for all the wrong reasons, haha. Looks like it does more out of the box especially re: different display sizes which is super cool to not have to handle yourself.
I'm hoping I can find some time to jam with it this weekend too, but I've also got "real work" to do, both uni and KAG Crazy
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Fallsburg
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« Reply #3526 on: August 24, 2013, 09:57:37 AM »

I finally started diving into Unity's custom editor scripts.  Holy shit, you can do some sweet stuff with it. 
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Muz
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« Reply #3527 on: September 02, 2013, 05:37:49 AM »

been coding the whole day, lying on a bed with my laptop. didn't eat much.

checked my blood pressure... it was 138/70 (quite a bit above average), heart rate 118 bpm (also quite high).

happy because programming counts as legit exercise.
« Last Edit: September 02, 2013, 07:35:38 AM by Muz » Logged
King Tetiro
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« Reply #3528 on: September 02, 2013, 06:22:42 AM »

This weekend I finished the basic requirements for the Legena Engine. Cutscenes will now be programmed far more efficiently! Wooo!
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Geti
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« Reply #3529 on: September 02, 2013, 06:42:28 AM »

happy because programming counts as legit exercise.
heh.

Happy because i just spent the night fixing bugs that should not have been released but had to be for API changes to go ahead - having them gone will mean significantly less butthurt Smiley
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Liza
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« Reply #3530 on: September 02, 2013, 10:06:23 AM »

been coding the whole day, lying on a bed with my laptop. didn't eat much.

checked my blood pressure... it was 138/70 (quite a bit above average), heart rate 118 bpm (also quite high).

happy because programming counts as legit exercise.
That, or you should get yourself checked out just in case Giggle
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ThemsAllTook
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« Reply #3531 on: September 02, 2013, 10:32:02 AM »

Using your brain can be pretty exhausting. Unfortunately it doesn't do much to keep the rest of the body from atrophying...
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Schoq
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« Reply #3532 on: September 03, 2013, 02:47:36 AM »

seems more to me like programming counts as a legit illness :(
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Geti
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« Reply #3533 on: September 03, 2013, 05:44:51 AM »

Got embedded tcc compiling and running C as a scripting language in a tinkering prototype engine. Can reload from and save its source to disk, obvious next thing to do is write a code editor using this so I can modify it with itself without ever closing the binary... Wizard
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RetsamugA
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« Reply #3534 on: September 03, 2013, 06:46:40 AM »

im fascinated with the idea of mising programming and ART. Or instead of make serious practical programs, i make art-programs. These art-programs are my "games" :D. Im a happy coder(sometimes)
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Geti
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« Reply #3535 on: September 03, 2013, 11:39:46 PM »

RetsamugA sounds like you're making demos, post some Smiley

Tinkered with the tcc stuff some more and found out that I could use static variables inside each script object and have them "just work", essentially giving me syntactically clean "script local" variables.
Also made a way of associating functions with integers (eg hashes of strings or an enum depending on approach, backend is just a binary tree) which gives a standard interface for accessing and calling the code after its been compiled.
Need to expose it to the scripts themselves so I can just have a standard "main" type method called that they bind themselves with.
Calling something that's not there is the same as executing { return 0; } basically. So far it's working well, though I should really stop burning time on it  Who, Me?
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Quarry
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« Reply #3536 on: September 04, 2013, 08:47:31 AM »

I'M WEB/GAME NOW!

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RetsamugA
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« Reply #3537 on: September 04, 2013, 03:00:15 PM »

RetsamugA sounds like you're making demos, post some Smiley

Im in love with the demoscene, but im not part of it XD. Im not that talented, and in Argentina the scene had never exist XD . It would be amazing
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powly
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« Reply #3538 on: September 04, 2013, 04:21:13 PM »

in Argentina the scene had never exist

Definitely not true (: Even if the local scene is rather inactive, you can still submit remote entries to many demoparties. It's quite different than attending yourself of course but usually feels nice to release something.
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Geti
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« Reply #3539 on: September 04, 2013, 04:54:55 PM »

Demoscene doesn't have entry requirements Smiley Just start writing some demos! It'll make you happy. Coffee
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