Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1395329 Posts in 67253 Topics- by 60319 Members - Latest Member: Floseidon

September 20, 2021, 12:10:56 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperDesignSo what are you working on?
Pages: 1 ... 621 622 [623]
Print
Author Topic: So what are you working on?  (Read 2045382 times)
Schrompf
Level 9
****

C++ professional, game dev sparetime


View Profile WWW
« Reply #12440 on: July 12, 2020, 11:05:12 AM »



I'm experimenting with Analytic Antialiasing. Which is a math method of resolving exactly how much of a pixel is covered by a primitive. This way you can render lots of extremely small primitives and still get a stable aliasing-free image. I speculate that the Unreal Engine 5 is doing this with the "Micro Triangle Rasterizer" they hinted at in their PS5 marketing video.

I have been doing this for quads (Pic on twitter) and for Sort-Of-Round-Blobs (for my VoxelSurvival project, ShaderToy) and now I'm attempting to solve it for triangles. This is what I have so far: ShaderToy - an edge, only works correctly for the top-right quadrant. But I'm getting there. Click and move to form the triangle. Need to fix it for the other three quadrants, then use the Edge formula to construct a whole triangle, then I could put it into a Compute Shader in theory. I'm curious how far I can push this.
Logged

Snake World, multiplayer worm eats stuff and grows DevLog
Rogod
Level 2
**



View Profile WWW
« Reply #12441 on: July 13, 2020, 02:32:04 PM »

Everybody around here looks so professional - I'm ashamed to say I'm working on a simple space-faring text game in C# (although I've been considering porting to Java for compatibility reasons and because Java is my native language Ninja)

Got a little video of the rough idea from a few versions ago:


Plus some screenshots:

Just felt like a milestone had been passed when I wrote a little sub-character bitmap renderer for images ingame earlier :3

Plenty more to do though :D!
Logged

alvarop
Level 9
****


ignorant


View Profile WWW
« Reply #12442 on: July 14, 2020, 06:08:49 AM »

Everybody around here looks so professional - I'm ashamed to say I'm working on a simple space-faring text game in C# (although I've been considering porting to Java for compatibility reasons and because Java is my native language Ninja)

Got a little video of the rough idea from a few versions ago:


Plus some screenshots:

Just felt like a milestone had been passed when I wrote a little sub-character bitmap renderer for images ingame earlier :3

Plenty more to do though :D!
they might look professional but yours looks cool as shit!!
Logged

i make games that can only ever be played once on http://throwaway.fun
nigeynige
Level 0
*


View Profile WWW
« Reply #12443 on: July 19, 2020, 08:42:56 AM »

Everybody around here looks so professional - I'm ashamed to say I'm working on a simple space-faring text game in C# (although I've been considering porting to Java for compatibility reasons and because Java is my native language Ninja)

Got a little video of the rough idea from a few versions ago:


Plus some screenshots:

Just felt like a milestone had been passed when I wrote a little sub-character bitmap renderer for images ingame earlier :3

Plenty more to do though :D!

This looks rad!
Logged
Schrompf
Level 9
****

C++ professional, game dev sparetime


View Profile WWW
« Reply #12444 on: July 25, 2020, 04:42:29 AM »

Made a visualisation of a bug I was hunting in my analytic triangle rasterisation. It looks funny.



And with the help of that I finally solved it. Raster that tri-fucking-angle! Click and drag inside this shadertoy: https://www.shadertoy.com/view/wlByWc

Turns out my attempt to combine various edges was hilariosly overcomplicated. Also turns out all the complexity I introduced by sorting and remapping values was unnecessary. The code is now just a few dozen ops, already vectorized tightly. There'll probably open up more room for improvement as the concept ages, but for now I'm highly satisfied. Next step is putting this algorithm to work on a huge net of tiny triangles inside a ComputeShader.
Logged

Snake World, multiplayer worm eats stuff and grows DevLog
Tobers
Level 1
*



View Profile WWW
« Reply #12445 on: August 08, 2020, 07:59:40 PM »

I'm finally really digging into Blender. It's a pain in the ass learning curve, but hopefully I'll never look back at Maya ever again.

Logged

Oh god make it stop.
Suttebun
Guest
« Reply #12446 on: August 09, 2020, 03:50:13 PM »

have yourself a wonderful time

this and this and this
Logged
Tobers
Level 1
*



View Profile WWW
« Reply #12447 on: August 13, 2020, 03:11:22 AM »

Oh yea Suttebun, I will! There is some gorgeous stuff in there.
Logged

Oh god make it stop.
Schrompf
Level 9
****

C++ professional, game dev sparetime


View Profile WWW
« Reply #12448 on: April 13, 2021, 05:22:32 AM »



The dungeon: 2m ^3 handbuilt
The walls: procedural, on demand

It's coming along nicely. I solved some ugly issues and took the first steps to a graph of surface processing operations. For now it's a nice toy, but a looong time into the future I hope this turns into the one-stop solution to create levels for games. You design the shape of the map, you write "surface shaders" like in Houdini or use predefined sets, and the lib turns your concept into a natural-looking surface in exactly the detail the current player needs while she moves around the map. When she comes closer, sections around her will be updated in higher mesh and texture resolution.

It currently eats CPUs for breakfast. And it's still extremely simple. Procedural rock has been done over and over again. The real thing - and the point where all of this may still turn out to be impossible - will come when it starts to combine multiple surfaces. Like the rock ending and a brick wall starting. But I'll see. Currently I'm euphoric.
Logged

Snake World, multiplayer worm eats stuff and grows DevLog
Pages: 1 ... 621 622 [623]
Print
Jump to:  

Theme orange-lt created by panic