What I did today

Yes, only one distance field. I don’t specifically treat sharp edges differently. Generating such distance fields seemed really complicated. What this sharp angled and very small thing is that you’re so fascinated with I can only imagine…

It’s only interesting if your zooming in or out enough to be noticeable and it looks bad.

Enlarging the fonts a lot does introduce quite a few problems. Bilinear filtering leaves a lot to be desired, so bicubic filtering is best if you want the best quality or smooth curves will look like they’re built from sharp edges. You can also get problems with bit precision (only 8 bits with large distances cause problems) and texture interpolation precision. Most hardware only supports 256 different values between the interpolated values, so if you oversharpen edges you may end up with huge artifacts. All in all, you’re better off not upscaling more than 2x or so of the original font size, but at least I won’t need multiple font textures for different font sizes.

Zooming out, it looks perfect until around font size 10. Any lower and the glyphs will turn into white rectangles due to mipmaps being too small causing glyphs to bleed together. With enough padding you can go lower, but at that point the text is already hard to read (although that might be because I’m on a 1440p monitor…).

Created a Morse code interpreter for my new Arduino Uno last night, I forgot to create a gif of the blinking light spelling out ‘JavaGaming’ though :frowning:

In other news, Sketche’s lack of native structs really disappoints me!

Mario Zechner aka @badlogicgames aka the godfather of libGDX is giving a talk for the Global Game Jam at my university today.
While I really want to attend this, i also just finished my last week of exams and want to do nothing else but play video games all day.

Sorry Mario, I choose videogames over you. I’m sure you understand.

Making final preparations for my new pen-and-paper RPG campaign tonight.

This weekend: build my new desktop PC!

Vangard, I haven’t forgotten you…

What! You should really go see Mario, @Gjallar. It could be enlightening, or at the very least, interesting.

Cas :slight_smile:

@Gjallar I hope you went anyway!

I did not :frowning:
180 minute traveltime for a 30minute talk is a bit much.

Have I ever mentioned that I despise self-righteous piracy?

Oh my god. I checked that game’s Steam page, as well as http://store.steampowered.com/app/203810/ which was linked to it.

For the first time in ages I think I would like to play games. :persecutioncomplex:

The most recent game I really played was Rayman 3, a few years ago — which is, by the way, an awesome game. Whilst I’m willing to become a game designer and programmer, I’ve never played that much. Sometimes I tested beta indie games, but testing is not exactly playing.

I think I should really get back to that. As soon as I gather enough money, I’ll buy a decent computer and an indie game.

J0 :slight_smile:

Put the baby to bed. Played Nuclear Throne for a while. Must be the most awesome and well-tuned fun game I’ve played in a long, long time. You should check it out!

bVPg2g_enBI

Now I’ll go work on eXo, for which I dug up the source code a couple of weeks ago. I found it on my phone some time ago and really, it’s got the potential to be quite fun. I’ve just fixed scaling the GUI to compensate for display density, now back to working on gameplay.

Had some fun with the Mandelbrot set. :smiley:

Running at 240x160 scaled up by 3 with 256 colors. Starts to break down when zooming past 10^13 or so.

I’m so damn high I watched that for about 10 seconds and then had no idea what the fuck I was looking at anymore.

I love it.

Finally have finished upgrading my pc with the best gear i could get, now i can start livestreaming some games again :smiley:

AMD FX-8350 (8 Core, 4.4GHz Overclocked)
32GB DDR3 Ram
2x970 MSI GTX Twin Foza GPU’s (4GBx2)
8x 250GB SSD in RAID 1+0

4x 1080p Monitors (Shame that 2 are 23" and 2 are 22")
Razor Chroma Mouse, Keyboard and headset
Blue Yeti Mic/w stand and pop filter

https://pbs.twimg.com/media/CZu2o4IWEAE26Lr.jpg:large

In other news, the UK is experiencing a power shortage…

Added a way to change music pitch in libgdx (desktop only). The Music interface doesn’t have a setPitch option because someone doesn’t support it (probably Android) so what I did is probably a bit convoluted and not the best way but it works.

I have a custom LwjglApplication in the desktop project that is used for logging, so I added a custom executeRunnables method that the majority of is the same code from the original. It checks the runnable if it’s a certain type of Runnable defined in the core project which has a Music object and float for pitch. If it happens to be that kind of Runnable, it will use AL to set the pitch from the music’s source ID. Likewise this might work on other platforms (with a different implementation of setting pitch) but I haven’t tried.

Is this bad? The other option I found was modifying libgdx source code which I wanted to avoid.

Today I sailed ~35 nautical miles (= 65km = 40miles). It took about 6 hours and a lot of mental and physical energy.
I sailed down from Kawau Island after spending a couple of days there.
My route:

The island itself was pretty damn cool, the water was a awesome colour.
Unfortunately, I couldn’t get a good picture without trees in the way, because the trees were everywhere.

The wildlife there was pretty incredible because everything was comfortable with coming right up to people.
I nabbed a cute picture of two peacocks getting intimate.

Anyway, back to coding I guess…

gave a birthday party to 10 little girls and boys which took also alot mental and physical energy.

Today I started working on a little first-person 3D space shooter, mainly to demo JOML with LWJGL3.
While implementing how enemy fighters shoot, I found this nice little code snippet to calculate an interception vector: http://danikgames.com/blog/moving-target-intercept-in-3d/
(JOML’ified version here: http://pastebin.java-gaming.org/d6f9f460b4b1c)
After implementing it, enemies became waaaay too strong, so added a lot of jitter to the calculated direction. :slight_smile:
Also, the HUD of the player shows a little “you have to shoot here to hit” marker.