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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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pinaster
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« Reply #240 on: February 03, 2013, 02:05:51 PM »

Some more examples of that weirdness

3 lights of different colors


1 light with random colors


Some other things



The algorithm is really simple. They're just bouncing balls which leak color onto the pixel they're in. They will bounce off of "occupied" pixels and take on the color of the occupied pixel multiplied by their own color. Each render takes like 1 minute.




please make a video! (I know it's not a realtime simulation but... it's awesome!
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sublinimal
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« Reply #241 on: February 03, 2013, 02:14:13 PM »

They're just bouncing balls which leak color onto the pixel they're in. They will bounce off of "occupied" pixels and take on the color of the occupied pixel multiplied by their own color.

I love graphical effects like these, with simple rules that produce complex output.

Could you record a real-time render? I figure that would do the effect justice.
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Pineapple
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~♪


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« Reply #242 on: February 03, 2013, 02:21:45 PM »

Bleak, baby. You wanna give me that light code?  Wink
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Wareya
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« Reply #243 on: February 07, 2013, 01:00:51 PM »


I accidentally made a new weapon every single frame and the game started running at 10 FPS.
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Pineapple
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« Reply #244 on: February 07, 2013, 04:41:23 PM »



Huh?
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toipot
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« Reply #245 on: February 07, 2013, 05:19:28 PM »

So, my first go at using a stencil buffer didn't go so well...

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Liosan
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« Reply #246 on: February 08, 2013, 02:28:52 AM »

So, my first go at using a stencil buffer didn't go so well...
That one-eyed snake's gonna eat me :O

Liosan
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Noogai03
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« Reply #247 on: February 09, 2013, 11:53:33 PM »

Also, by request, here is a world created while experimenting with continent generation:


I love how it says "Cube" at the top and then has a massive sphere.
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So long and thanks for all the pi
QuaziGNRLnose
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« Reply #248 on: February 10, 2013, 04:37:20 PM »



Trying to make a particle sim thing with pixel shaders in a feedback loop, direction encoded in RG channels, other info in B
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muki
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« Reply #249 on: February 10, 2013, 07:21:04 PM »

Accidentally added gravity to my light simulation



Lovely! More info on said simulation?  Shocked
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BleakProspects
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« Reply #250 on: February 10, 2013, 10:24:29 PM »

There's a thread on it in Technical.
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Eigen
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« Reply #251 on: February 11, 2013, 12:04:10 AM »



Trying to make a particle sim thing with pixel shaders in a feedback loop, direction encoded in RG channels, other info in B

That looks like an 80s-like synthpop album cover from ~2012. Just slap an artist name on there somewhere and there you have it! Smiley
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RTLShadow
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« Reply #252 on: February 12, 2013, 12:55:27 AM »

It's threads like this that make me want to 3D games- some of the screwups are really cool.
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laggyluk
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« Reply #253 on: February 12, 2013, 08:38:06 AM »

in my 'voxel' project i used geometry shaders to render cubes but they turned out to bee slow so now switching to static meshes. meanwhile..
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Chris Polus
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« Reply #254 on: February 12, 2013, 12:40:11 PM »

We recently introduced ragdolls in our game and we have explosions that are way too powerful at the moment (they wipe everything off the map). Now, rubbery ragdolls and explosions don't mix well. But they produce interesting art. Small glitches of an alternate reality in 4D space. Like black holes.

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Graham-
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ftw


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« Reply #255 on: February 12, 2013, 02:18:00 PM »

I love games.
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melos
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« Reply #256 on: February 14, 2013, 08:06:18 PM »

Haha, the two people in the foreground "What the fuck are you doing?" "Fuck if I know!"
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play hydlide 2
Evan Balster
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« Reply #257 on: February 16, 2013, 10:55:57 PM »

Debugging a sort of hybrid IK / physics engine thing I'm making for a body language system...



The thing on the left is a debug visualization of the solver's jacobian matrix.  (It turns arbitrary numbers into tiny visuals based on a ruleset.)  The white diamonds are NaN values seriously fucking things up -- never apply force to zero masses, kids.  Smiley

On the right is a kinematic body (2D, though the system is 3D) with spherical weights attached; I'm getting the integrator running and testing it before I finish out the constraint force solver.
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WonderlandGames
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« Reply #258 on: February 17, 2013, 04:07:24 AM »

Not so much beautiful as funny and stupid. Accidentally made it possible to play as a rock. It ain't a bug - it is a feature! Cheesy

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Udderdude
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« Reply #259 on: February 17, 2013, 05:17:53 AM »

Everything on this page is amazing. Crazy
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