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1366136 Posts in 64012 Topics- by 55898 Members - Latest Member: obemef

September 17, 2019, 09:09:54 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Kyzrati
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« Reply #1260 on: March 18, 2019, 03:14:37 PM »

Haha, well at least I'm subscribed to the thread now so I'll be more likely to be reminded it exists and maybe run across something else to contribute in the future Smiley

My favorite bug in all of Cogmind's dev history was the one where I discovered a way to force the UI to turn all weapons into guided weapons that could fire around corners...
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Ordnas
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« Reply #1261 on: March 21, 2019, 01:04:48 AM »

You will have a long successful career in your path, if you turn bugs into features involuntarily!
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Perfoon
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« Reply #1262 on: March 23, 2019, 02:07:37 PM »

I wanted to make a time-lapse gif renderer for my game (Dwarf Block). This is the result. Apparently, my game is too colorful for that.
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Working on a game Dwarf Block (DevLog)
FrankForce
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« Reply #1263 on: April 01, 2019, 06:42:43 PM »

Was working on my js1k demo "Infinite Yin Yangs" and accidentally make it a bit too recursive.



Also, when working on another js1k game "The Digit Dilemma" I introduced a cool bug that turned the map into kind of a sierpinski triangle. The crazy part is, it still generated a solvable level!

Code:
********************
* * * * * * * * * **
**  **  **  **  ** *
*   *   *   *   *  *
****    ****    ****
* *     * *     * **
**      **      ** *
*       *       *  *
******** 1      ****
* * * *         * **
**  **          ** *
*   *    1      *  *
****            ****
* *             * **
**              ** *
*               *  *
******* ********   *
* * * * * * * *    *
**  ** ☻**  **     *
********************
« Last Edit: April 03, 2019, 09:20:49 PM by FrankForce » Logged
JobLeonard
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« Reply #1264 on: April 02, 2019, 03:01:27 AM »

Quote
accidentally make it a bit too recursive.
unpossible
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NovaSilisko
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« Reply #1265 on: April 03, 2019, 01:27:14 PM »

Working out a new line-drawing shader (my first real experience dealing with screen-space stuff like this, I guess?) for orbit lines and stuff has been... pretty.







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Ordnas
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« Reply #1266 on: April 05, 2019, 02:29:54 AM »

Math art  Tongue
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Daid
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« Reply #1267 on: April 30, 2019, 10:28:11 AM »


Triangle subdivision gone wrong....
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Software engineer by trade. Game development by hobby.
fluffrabbit
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« Reply #1268 on: May 02, 2019, 12:23:42 AM »

I tested my skybox shader on regular objects and ended up with a disco room.

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JobLeonard
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« Reply #1269 on: May 02, 2019, 08:42:00 AM »

Is it static or do the lines also move when moving around? (since I figure the skybox shader might respond to player orientation somehow? I dunno, I don't do 3D graphics)
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fluffrabbit
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« Reply #1270 on: May 02, 2019, 04:57:43 PM »

Is it static or do the lines also move when moving around? (since I figure the skybox shader might respond to player orientation somehow? I dunno, I don't do 3D graphics)
The lines are static because the vertex shader bases the cubemap texture coordinates on the vertex positions only (relative to the origin of each mesh), such that the sky looks correct only if you are dead center in the skybox. It's a different shader from what was used in the Source engine for "skybox materials" (basically portals); I don't know how that one works.

If you wanted the lines to move, you could rotate a matrix over time (on an axis that would show depth; rotations don't have to be coplanar with the surface) and pass it to the shader, then it would sample radially from different parts of the cubemap.
« Last Edit: May 02, 2019, 05:06:00 PM by fluffrabbit » Logged

fluffrabbit
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« Reply #1271 on: August 09, 2019, 04:07:31 PM »

A single corrupted skybox face creates a massive wall.

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JobLeonard
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« Reply #1272 on: August 09, 2019, 10:54:52 PM »

Nice bit of moire too
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fluffrabbit
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« Reply #1273 on: August 10, 2019, 12:11:20 AM »

Nice bit of moire too

I should have recognized it as a data alignment issue. OpenGL expects all cubemap faces to be in the same texture format because it puts the data into a single texture, so if one of the faces has an alpha channel while the other faces don't, it will load that patch of texture as 3 channels when there are actually 4, throwing out 25% of the data and screwing up where the RGB values are.
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Ordnas
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« Reply #1274 on: August 10, 2019, 12:13:30 PM »

A single corrupted skybox face creates a massive wall.



I thought it was a fan-made game based on 2001: A Space Odyssey  Tongue
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fluffrabbit
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« Reply #1275 on: August 10, 2019, 12:52:58 PM »

Something to do with space. Jeez, I guess I should stop working on Cave Confectioner. Folks around here seem to love 3D stuff.
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Prinsessa
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« Reply #1276 on: September 06, 2019, 04:15:32 AM »





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fluffrabbit
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« Reply #1277 on: September 06, 2019, 06:41:22 AM »

There is no way that smoky sky was an accident.
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Prinsessa
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« Reply #1278 on: September 06, 2019, 07:46:58 AM »

not so much a complete accident as just cranking the cloud distortion up way too high Tongue
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ProgramGamer
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« Reply #1279 on: September 06, 2019, 08:23:26 AM »

I want to listen to lofi beats for studying while that gif plays over and over
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