What I did today

Crystal Motivator coming along nicely. :smiley:

too bad i cannot play it :emo:

I was playing around in OpenGL and accidentally made a flame thing:

EDIT: I made it fancier :slight_smile:

Was using a ray-triangle intersect algorithm for picking in my game. I noticed that it was taking 222ms to run, then I realized that I wrapped it in a quadruple for loop. So I converted my tile and patch double arrays to single ones. Then I subdivide my patch to determine which quadrant I’ll be picking in(then subdivide that subdivision) and now I’m down to less than 1ms ;D.

God, I love optimization success stories like this. =D

Very nice! what strategy do you use for the flame generation? My current method is quite basic (texture billboarded and then put through a particle system animator)

I learned about this:

import java.lang.annotation.*;
import java.util.Arrays;

public class Test {
	@Retention(RetentionPolicy.RUNTIME)
	@Target({ ElementType.METHOD })
	private static @interface Interface {
		String[] value() default "test"; // Hu? String[] foo = "ba"; ?
	}

	@Interface
	public static void main(final String... args) {
		System.out.println(Arrays.toString(Test.class.getMethods()[0]
				.getAnnotation(Interface.class).value()));
	}
}

-ClaasJG

I’ve been busy the past few weeks.

  • Got free unity pro accounts for my entire school
  • Made a website for my school’s art club (prototype @ http://ecumene.xyz/th-art)
  • Installed Gnome Shell, Ubuntu and I3 on my desktop (why haven’t I heard of this before?)
  • Made an arduino beep on button presses, and print the letter ā€œAā€ on an LCD screen
  • Made a linux network with 3 other PCs in my house that are woken up through LAN for general purpose
  • Made floppy drive music w/ a 5v power supply & an arduino

Installed OSX on my laptop and got a 25 second Rubiks solve. Pushing to sub 20!

I did some optimizations on the whole engine, but realized that my performance values were being skewered. An updated APU limited shader with 20% fewer instructions was running at the same speed as the old one sometimes. Seems like my computer is so full of dust that my GPUs are reaching 80 degrees and reducing their turbo clock rates to prevent overheating. Gonna have to dust it out before I can get accurate measurements.

I like the website! Only thing I don’t entirely like/looks weird to me is the really wide green contact button. I think it should be narrower!

Good job :slight_smile:

Oops, accidentally hit Appreciate instead of Quote. Anyway.

My method is just to spawn untextured triangles that accelerate upwards and rotate. They have very low opacity so that you can only see colour when there’s like 100 of them overlapping. Currently there will be ~1050 triangles at one time.

It’s a lot more visible when I turn up the opacity

A bunch of GUI work and a cheesy CRT shader.

Today I realized how much I freakin’ love CRT shaders.

Added an earth texture in the background to Blox.

Also solved z-fighting and lighting issues now.

I brought you this pretty picture:

I’ve been reworking my path finding to give all terrain movement costs (no more blocked tiles) so in the future monsters can plow through terrain if they can’t find a clear path. I had to basically completely rewrite my path finding algo to use true A* pathfinding to do it correctly.

Here’s a gfycat of the new algorithm in action (still not complete). The terrain cost on the rocks are a bit low for testing. The final idea/plan is generally, a monster will look for a path with no trees, rocks or other terrain. (These terrains will have an extremely high movement cost) If that path is not found (IE: You blocked in your whole village), it’ll start tearing through the high movement cost tiles to get to you. :smiley:

I’ve been working on a project that was shelved back in November, I am doing a refactor and update on it and I was quite curious to just how flexible the Entity and Component code was.

So I made a new playable character that was literally a cloud, I was entertained for a whole 30 minutes just building playable objects.

The platform where the red Block is standing on looks a bit weird on the left side no?

@Dev Crucio

Are you referring to the cone on the platform? I use cones to change the direction of the camera. This is intentional.