What I did today

This is pure happiness.

http://puu.sh/hXfFX/dc9bd9872b.png

Don’t delete folders like that, really )
Simple delete Top folder.
It may be strange but File manager that i use Multi commander (like it color customization)
Delete files such way and this is nightmare, Why hi doing this???

There is no other way than to delete directory structures recursively.

Summer vacation’s coming up for me, I’ve got time :wink: I did check out /r/programmerhumor, I accidentally posted a programming joke in the /r/joke subreddit instead ::slight_smile:

Lol, Yes you right - even don’t now how i forgot this XD
I think about move folder to recycle Bin windows,
(because file manager move separately all files and folders and java simple delete all)
its no so easy in java, but it possible using JNI.

My whole day has been summed up into a single 2D array.

[[0, -1, 1, -1], [-1, 0, -1, 1], [1, -1, 0, -1], [-1, 1, -1, 0]]

It’s a bit complex to explain, but it is a weight matrix to simulate enumerated connections between X# of neurons. I got it first try :open_mouth:

Successfully wrote a complete keyboard driver with an stdin stream + a few input functions (getch, getchar, gets). Implemented a little shell with a couple commands too! I think I’ll work on paging next so my stdin and stuff actually mean something…

Check out the code for it if you wish: https://github.com/CMatri/casteOS

Edit: Cool new things

http://puu.sh/hYYsK/fda68ab0de.png

tested out an extremely simple city generation algorithm

I’m about to walk into my first day at my internship, let’s hope this goes good!

Improved the antialiasing of WSW. I had been ā€œcheatingā€ when upsampling the transparent effects. The whole thing was extremely complicated since I had the current frame, the previous frame, motion vectors, MSAA depth values, etc, and the shader was sampling 10 different textures and a total of ~40+ texture samples for each pixel. To simplify a bit, the transparency was overlaid after the anti-aliasing had been applied, so it did not correctly block individual samples. If an object was standing in front of a fog cloud, the edge samples of the object would get occluded by the fog behind it while the background along the same edge behind the fog would be slightly visible. Upscaling the transparency for each sample turned out to be prohibitively expensive though.

At the same time, I realized that the performance I was getting did not make sense. The shader that did anti-aliasing also did motion blur. Adding motion blur had a cost of around 0.3ms, while adding anti-aliasing had a cost of 1.5ms. However, adding both made the shader skyrocket to 3-4ms, far over the sum of the two. Somehow, GPUs couldn’t handle the massive shader (~1500-2000 instructions and 40+ texture samples), most likely due to not being able to have enough shader invocations in registers at the same time which reduced the occupancy…

I decided to extract the motion blur to a separate pass before applying anti-aliasing. I realized that motion blur was essentially a transparent effect that was applied in-between other transparent effects and the opaque geometry, so the first pass both calculates motion blur and upsamples the transparency effects and outputs a preblended version if this. The anti-aliasing shader can then use this precomputed texture to achieve anti-aliasing of transparent effects the same way as it achieves anti-aliasing of opaque objects. Sadly, this didn’t work as good as I hoped, so in the end I had to do some vast rewrites to it, but I eventually got it working as good as possible.

Splitting the shader into 2 smaller ones did help with performance, but the cost of accurate transparency anti-aliasing killed most actual gains. At 2x AA, performance is down, at 4x AA performance is the same and at 8x AA performance is up a bit. The quality when opaque objects are standing in front of transparent objects is up a lot though.

Before:

After:

No more dark or bright halos around objects. The single black pixel at his hand is due to the lack of transparency data (transparency is done at half resolution, so not all pixels have accurate data.

Today I implemented collision detection, created some art and fixed up the lighting :point:

(Ignore the UFO :P)

Well today I encountered the business side of software development. Let me break it down:

Pro’s

  • Have my own desk
  • Two monitors with a 16GB RAM box
  • Comfy chair
  • Nice people around the space I work
  • Get to learn about other API’s and languages

Cons

  • Had to wait 3 hours for someone to ā€œteachā€ me how to use a web browser (show me how to enable the bookmark bar etc…) because tech support must think all our programmers are dummies. During those 3 hours I had nothing to do but stare at my cream colored cubicle wall.
  • Dirty keyboard from past code warriors

Overall though, I had a great time and I’m actually excited to go back for more tomorrow. I’m currently forcing myself to wade into the wide world of web services, so Tomcat and jax-ws are my best friends right now. Some time next week .NET is going to replace my best friends and we’ll also have fun!

That lighting looks really great compared with before! I’m guessing you decided to use lightmaps and blending instead of shading each tile?

It’s actually Box2DLighting xD (which I believe uses lightmaps) but I was reading that I can do lightmaps without shaders?! And the right blending so I’m looking into that so I can build my own :slight_smile:

It looks pretty good either way, nice job! Also, the UFO is a definite keeper. Looks pretty cool :wink:

Still playing with voxel rendering:

https://dl.dropboxusercontent.com/u/1668516/shots/voxel1.gif

Colour artefacts caused by GIF encoding. :frowning:

Cheers,

Kev

Haha thanks, just feels a little ā€˜cheaty’ but lighting is a little above me head. I don’t even know what the frame buffer does o.o

That UFO is from my previous game actually :smiley: haha

I finally understand how complex it is to access a SQL server from Java. I’ve been sitting here for at least an hour now trying to get the damn JDBC driver to work.

Blah.

opiop65: If you want to peek around, here is the foundation of a small SQL API I wrote for myself a few months ago. http://pastebin.java-gaming.org/45f6111852916

CopyableCougar4: Thanks for that, I’ve actually already written all of that functionality but the issue is somewhere on the network where I can’t connect to the SQL server. It keeps kicking back ā€œConnection refused: connectā€ which drives me crazy because I can use Microsoft SQL Server Management Studio to connect with the server with my credentials, but somewhere along the line my code is doing something wrong, or the server is refusing to interface with my code or something… I don’t know.