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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 12:43:13 PM

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21  Player / General / Re: Twitter on: September 21, 2016, 09:34:33 PM
never go on twitter
22  Developer / Design / Re: So what are you working on? on: September 14, 2016, 12:38:56 PM

making an updated scope shader/emulator since i can't hook up my own scope at the moment and i wanted to get back to work on my XY audio renderer.

EDIT:
now it's a fully working volumetric oscilloscope





EDIT EDIT: it's done.
23  Developer / Art / Re: GIFs of games being worked on on: September 08, 2016, 07:12:52 AM




working on something. currently been kinda hush hush about what it actually is but it will be out in the wild very soon.


also, here's something seperate from that project.

i'm trying to use depth buffers and vertex displacement to map points to geometry. not having too much luck getting it to fit to the actual, unfortunately. i'm using an orthographic camera buffer here but perspective just produces yet even more issues. i know that there's a lot i should take into account but i can't think of where to start honestly.
24  Developer / Art / Re: Art on: August 26, 2016, 04:15:54 PM
haven't painted in over a year but i finally did a second painting for fun since i was feeling really bad about only doing sketches anymore.



might try something with environments soon. this was a ton of fun considering i never really get a chance to work with shading
25  Developer / Design / Re: So what are you working on? on: August 16, 2016, 06:48:48 AM
made this as a VR experiment, maybe it'll turn into something maybe not idk



26  Developer / Design / Re: So what are you working on? on: August 03, 2016, 11:23:13 PM






working on a VR tool thing since I haven't seen too much in the way of decently robust VR applications quite yet and I have a need.
27  Developer / Audio / Re: Show us some of your music! on: July 22, 2016, 10:22:41 PM
been doing a bit


https://soundcloud.com/sajextryus-etc/fffuuuccckkkyyyooouuu
https://soundcloud.com/sajextryus-etc/drafts-51616
https://soundcloud.com/sajextryus-etc/drafts71016
28  Community / DevLogs / Re: Wobbledogs on: July 18, 2016, 05:53:43 PM
how am i not following this incredible glorious thing already
29  Developer / Art / Re: GIFs of games being worked on on: July 17, 2016, 05:04:44 PM
30  Developer / Design / Re: So what are you working on? on: July 15, 2016, 02:23:34 PM
31  Developer / Design / Re: So what are you working on? on: June 13, 2016, 02:48:45 AM

32  Developer / Design / Re: So what are you working on? on: June 12, 2016, 12:25:31 AM


33  Developer / Art / Re: GIFs of games being worked on on: June 07, 2016, 03:24:29 AM
maruki that's looking super freaking cute and i dig it a ton



34  Player / General / Re: Do you wear glasses? on: June 03, 2016, 09:44:01 AM
I started wearing glasses about a year ago.

What a terrifying experience it was to realize that the world isn't supposed to look fuzzy.
35  Developer / Art / Re: GIFs of games being worked on on: June 01, 2016, 09:36:13 PM

got UI working with it. this shit is gonna be neato

edit:


36  Developer / Art / Re: GIFs of games being worked on on: June 01, 2016, 12:11:51 AM
37  Developer / Art / Re: GIFs of games being worked on on: May 31, 2016, 05:41:14 PM
38  Developer / Art / Re: Vector Graphics Rendering with Unity and Audio (a work in progress) on: May 26, 2016, 01:13:44 PM
been working a lot on this lately. i rewrote the whole rendering system and allowed for distance-based interpolation so that the beam is always moving at the same speed and the resulting image is a lot sharper while bringing up the refresh rate significantly. also been messing with strokes and such to see about making it good enough for use for actual drawing.





once i finish up work with the new version of electricanvas, which involves proper scope simulation and a vastly improved GUI, I'll be getting back to the 3D work since the rendering system has gotten so optimized.

also been studying shaders a lot lately and really want to find a way to implement it with the renderer better, possibly rendering the audio within the GPU/shader itself so i can access absurdly complex mesh data and sweep through it without slowdown. I've seen WebGL examples that do audio rendering and it works roughly the same, but I still have no idea if shaderlab shaders can even write to audio channels in Unity, and I haven't seen any examples that do it.
39  Developer / Audio / Re: Show us some of your music! on: May 24, 2016, 09:16:45 PM
https://soundcloud.com/sajextryus-etc/900-broken-resistors
40  Developer / Design / Re: So what are you working on? on: May 18, 2016, 09:31:10 PM
Thats some pretty dope stuff – especially the first one; reminds me of the PS1 days.

aaa thank you! i actually got the idea to try it because of looking into PS1 stuff since the precision it had for shaders was rather low. I did a few more experiments today.






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