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March 28, 2024, 08:32:26 AM

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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeToday I created...
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vivavolt
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« Reply #2080 on: February 08, 2013, 04:35:53 PM »

Code:
//create
i = 0;

//draw
i = 0;
do{
    draw_sprite_ext(spr_line,0,x,y,1,1,i,c_white,1)
    i += 1
    ;
} until (i == 360);



Pretty.

Pretty! Weird way to write the code though...

Finished cutting together our trailer for our new iOS game finally:

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Pineapple
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~♪


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« Reply #2081 on: February 08, 2013, 05:32:44 PM »

And then I went on to create a day night cycle


 Coffee
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cubertron
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« Reply #2082 on: February 09, 2013, 04:30:16 PM »

Made a random character


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kotogames
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If you can dream it you can do it


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« Reply #2083 on: February 10, 2013, 08:49:38 AM »

Hi,

A simple but (hopefully) cute cartoon house


Koto
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powly
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« Reply #2084 on: February 10, 2013, 11:19:02 AM »

Nice model, though I think the materials need some more work - they look more slimy than cute.
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VortexCortex
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« Reply #2085 on: February 11, 2013, 05:32:41 AM »

Today I had just enough time to make a very basic in-engine palette editor.


@JakobProgsch: Cool!  Software Rasterizers Rock.  Keep it up!

I started developing a

in Java years ago, but gave up on it -- didn't perform as well as I needed it to since Java's VM doesn't use the system's native floats (it emulates the FPU using integer math, which is way slower than the same code in C or C++).
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Squid Party
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Oh hi mark.


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« Reply #2086 on: February 13, 2013, 10:04:20 AM »

These delightful Gif's -

-

-
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[img]http://i1170.photobucket.com/albums/r527/Daniel_Sharman/areyouonyourperiod.gif[img/]
VortexCortex
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« Reply #2087 on: February 18, 2013, 09:24:13 AM »

Crappy programmer art for a "thermal" physics properties icon in the game editor.


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kotogames
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« Reply #2088 on: February 18, 2013, 12:58:52 PM »

Concept of a level for a game.

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VortexCortex
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« Reply #2089 on: February 19, 2013, 12:50:54 PM »

Today I created some noise.



Specifically, noise functions that can be smoothly tiled in 2D, 3D, and 4D.  Similar to Perlin noise, but much much faster to compute (especially on the GPU).  I plan to use the noise functions to generate terrain, animate water caustics and for volumetric stuff like clouds, and rock formations, etc.

By using time as one higher dimension than required (3D for 2D textures, or 4D for 3D voxels) I can smoothly

(video of alien day/night cycle using the older Perlin function).
« Last Edit: February 19, 2013, 01:03:24 PM by VortexCortex » Logged

gimymblert
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« Reply #2090 on: February 19, 2013, 08:04:15 PM »

care to share the algo or it's secret sauce?
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VortexCortex
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« Reply #2091 on: February 20, 2013, 05:36:04 AM »

This is the only kind of "secret sauce" I homebrew ->  Beer! Toast Right

It's all just math so I'd be happy to share.
Unh, except the shaders wouldn't really be helpful unless you had all of the other tangential engine code (it relies on a funky RGBA to 4D coord "hashing" texture generator, etc) which would just cloud things up, I'm sure.

So, I just cleaned up this Java implementation of just the noise functions which should be pretty straightforward to port to other languages. I've got a half finished JS implementation that needs some JavaScript specific optimizing that I'll post someday.

Basically, you just request a noise sample from a 2D, 3D, or 4D coordinate, and you get back a value from -1 to +1.  Do more samples you get smooth fast tileable gradients, scale / shift / swap XYZWs, etc, and combine the values to make fractal noise.

Note: I remove the attribution clause from the standard MIT license, this means you don't have to mention where you got it, just include disclaimer & permission part to cover my ass.  Re-implementations are all yours, no need to include any of my notices.

Edit:
Added some ASCII art to explain the shape indexing coordinate space shearing stuff.
« Last Edit: February 20, 2013, 05:48:30 AM by VortexCortex » Logged

gimymblert
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« Reply #2092 on: February 20, 2013, 11:34:19 AM »

ok thanks a lot! I'll have to start looking into noise soon to do some stuff when i came back to code. It looks likes the implementation in one of the gpu gem.
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Ant
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« Reply #2093 on: February 20, 2013, 11:46:32 AM »

menus. sub-menus. sub-sub-menus. so many menus.



pls kill me
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Panurge
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« Reply #2094 on: February 20, 2013, 12:05:50 PM »

...this title screen which I probably won't use:



Also, a really awful sandwich (cheese does not like Nando's sauce).
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rivon
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« Reply #2095 on: February 20, 2013, 01:25:01 PM »

JPEG. Sorry, someone would say it sooner or later.
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Panurge
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« Reply #2096 on: February 20, 2013, 05:05:38 PM »

Jiminy! Thanks for the alert. Posted to imgur from an ipad for the first time, straight from the camera stream or whatever it's called. I'll sort it out later.
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Code_Assassin
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freedom


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« Reply #2097 on: February 20, 2013, 06:22:02 PM »




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Sam English
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« Reply #2098 on: February 23, 2013, 03:30:58 PM »

Maed this funky song today. gonna post it here.

https://soundcloud.com/sam-english-composer/crumbar
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powly
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« Reply #2099 on: February 25, 2013, 10:03:41 AM »



Finished a new and infinitely improved isosurface mesher - pardon the gif quality, can't seem to get it any smoother!
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