What I did today

Very nice implementation, I see the generated field also makes some adjustments to compensate for lack of sharp corners (which is the usual weakness of distance field fonts). This is different from the algorithm mentioned by Green in the Valve paper, are you using a different algorithm or some custom solution?

It looks like 2D collision is all you need here.

Not exactly today, but yesterday: Successfully changed all webservice functionality to answer with JSON strings, and not just simple codes.
It feels good to have less coupling between server and client so that I can modify my webservices without the need to alter the client as well (immediately)

Hmm, the ā€œInsert Quoteā€ buttons aren’t working on Chrome…

@kappa

I’m not treating sharp edges any different… Each pixel is classified as either ā€œinsideā€ or ā€œoutsideā€ based on its color (threshold 0.5). I then do a brute force search for the closest pixel that is on the other side and calculate the distance. To improve quality, I’ve implemented a smart supersampling system. It doesn’t just compute the distance field at a higher resolution and downsamples it; it simply takes more bilinear samples from the input image. If I want, I can reduce the sample step size so that each pixel is sampled 4x4 times to more accurately detect the antialiased edge in the image. The thing is that the algorithm only processes once per pixel, so there’s no actual downsampling at the end. It’s possible that this increases the corner quality a lot.

Here’s an album with different step sizes:
http://imgur.com/a/Y3wg1
The sizes are 1.0, 0.5, 0.25 and 0.125, or equivalent in quality to 1x1, 2x2, 4x4 and 8x8 supersampling.

EDIT: Hmm, looks like my input image isn’t perfect. It has a subtle grayness to the font. I’ll be making a font texture generator soon, so hopefully it’ll work perfectly on that at least. Stay tuned (or not =P).

Another orthogonal option here is two channels. Classic closest and second closest. If anyone interested I’ll dig up a link. There’s another blog that goes over the math (including full 3D) if anyone wants.

Working on a lightweight physics library for personal use. I’ll most likely share it out

It’s been 2 weeks of pain but I’m finally getting somewhere!

Lots to do and fix x.x

Kept working on my distance field font generation. I ended up using the same packing algorithm as for my shadow map packing, where I use it to pack small shadow maps into one big shadow map to avoid FBO switches for every shadow map and allow better batching. It worked really well for fonts too!

Some sample output:

The cool thing is that I’ve had to optimize my packer so much for use every frame on hundreds of shadow maps that packing a few fonts together repeatedly is no problem. Finding the best resolution to pack in takes less than a second.

Found pico8 a few days ago.

I made a 3d renderer :slight_smile:

http://www.lexaloffle.com/bbs/?tid=2731

This weekend’s progress:
Still needs tweaking.

Hard work on the new iteration of my graphics engine, Envel II.

Specular highlights and real time shadow mapping.

Note that this engine is not hardware accelerated, it’s a software rasterized, polygon-modeled engine written in Java.

[quote=ā€œphilfrei,post:3166,topic:49634ā€]
cheers :), yes i know Flight404 - very enjoyable and impressive work of his. what do you mean by cut ?

o/

Finally got my baby back!

She runs like I didn’t even cause $8,000 worth of damage to her! On another unrelated note, my hair is finally long enough to use hair ties. So I’m pretty happy about that.

My America’s Got Talent audition went very well, the other people in the room kept saying they really wanted to hear more. We played a Disney medley that we wrote ourselves, it’s pretty catchy and I think we have a good chance of moving on to the next round!

I’ve also secured a date for my first push to staging; November 17th! I have a lot of work to do before then; security reviews need to be finished, SQL scripts need to updated etc… but I’m very excited to finally get this project out into the wild. Come the end of the month I should have live production code out there, let’s hope my terrible code holds up :wink:

Edit:
All of my changes have passed their security reviews and now I’m almost set to deploy next week! I feel like celebrating, it’s almost been 6 months since I started this project :slight_smile:


http://s8.postimg.org/pwqyaf4jl/hhh.jpg

Finally Finish - at some point ^^

14.992 average of 100 solves, also got a 13.77 average of 12. If I got that average while competing at Worlds I would’ve placed in the top 100.

:slight_smile:

Some terrain collisions:
Still trying to fix the jitter issue with many boxes colliding.

Finally completed some friendly OO abstractions over the most important objects in OpenGL to my satisfaction (textures, FBOs, buffer objects, VAOs, programs, shaders). I got sick of it all being so fiddly and prone to error / rendering black.

Cas :slight_smile:

uploaded yet another random youtube. figured, i could just reuse the bloom mask for lens flares. turns out it’s very cheap.

good enough when used subtle :slight_smile:

PL8K_gLx_Yo

I did something similar for the Skies of Titan (dogfighty 2D game) - neat effect and almost free. I used an HDR texture for the sun rather than trying to bloom brighter pixels.

Cas :slight_smile:

I tried to modify a wiki page and got told off.

I’ll put my picture here instead.

today I fought against nasty bugs at work and play a little Crusader Kings 2 at home :stuck_out_tongue: and then decided how to continue with my last project (CryptoRL2 )