What I did today

There is a way to get perfectly sorted transparency pretty easily. Use per-pixel linked lists and sort them at the end!

Musing… what’s the average length of such a linked list in a typical scene? And the longest?

Cas :slight_smile:

Well, depends on the scene and what you’re drawing. If you have a smoke cloud of particles, you can easily get pretty big lists, but for just solid geometry it’s usually not that high. If your geometry has a high opacity, you may only need to find the first few closest values instead of correctly sorting and blending all of them.

Some people might remember that in October, I posted a game called CIRCLE7 that I no longer intended to further develop. It looked something like this:

http://puu.sh/kJLRK/0b472ee4c7.png

Well, in an effort to actually release something for a change I’ve continued development on this, and today I made a fancy title screen in/out transition.

Gfycat.

I would appreciate feedback please :slight_smile:

@NegativeZero Is it just ā€œCircle7ā€ or can you pass any string as argument and get it rendered on the go? Anyway it’s pretty dope :slight_smile:

Been way from Vangard for a bit, but looks like I got the TreeML validating parser working finally:


Exception in thread "main" java.lang.RuntimeException: 
    Node does not match. Expected: [id, name, description, icon, size, toughness, 
    adult, dead, rotting, armor, experience, status, reputation, alignment, 
    easyToKill, inventorySize, attributes, parts, produces, 
    skills, behaviors, attacks], 
    got: nerple at line 521

Thanks!

Haha, no. You can enter any string that contains the alphanumeric characters ā€˜C’, ā€˜I’, ā€˜R’, ā€˜L’, ā€˜E’, or ā€˜7’.

Found these… Things, playing with them at the moment:

Basically feature-complete JVM together with compiler and some other stuff built in browser (first link) and library built on top of it which allows you to use Java code just like JavaScript in HTML (second link). Both look and work surprisingly well, but their startup time is terrible so not very useful for usual tasks.

http://doppiojvm.org
https://www.javapoly.com

That sounds like it would be too expensive to implement in a software renderer

EDIT: loaded some counterstrike 1.6 models into the renderer :stuck_out_tongue: i cant believe im software rendering these models at interactive speeds lol

Been working on a few different ideas this last week or so. I already mentioned the forever non-repeating campfire SF/X.

  1. got a ā€œcluster-synthā€ abstract synth working with two synths based on it. I’m calling a cluster synth one where a collection of pitches are played as a single cluster, sharing their envelope and other components. The play command sends in a pitch array rather than a single pitch. Part of the benefit is that there is an efficiency in eliminating duplicate envelopes and other components for each contributing tone. It is for certain types of sounds that seem to work better as clusters than as single tones. One of the two is simply a collection of sine waves, the other a sort of deep whoosh, kind of hard to describe. When I get a chance I’ll make a little demo gui with a way to make and save wav assets.

  2. in the process of building this abstract synth, I was able to improve the abstract version of my more normal synths, and went back and revised a couple dozen existing synths.

  3. got a ā€œflibberillatorā€ (flibberator?, flibbulator? – my friend Ian had a term for the effect, I need to settle on its name) working. This takes some sounds and intermixes them instead of mixing them. We are talking about going back and forth between multiple sound sources in rapid succession. I don’t know if this is a valid term, but I think of this sort of sound as a manifestation of a ā€œglitchā€ aesthetic. Ian had remarked that the effect (when applied to multiple clusters of his sine waves), that it sounded like a computer thinking. (Ian Allen used a few examples on some of the cues he left on his account on SoundCloud: ā€œIan Allenā€) I hope to get this effect available to hear/generate via a simple gui too. The algo isn’t generalized yet for any sound source; it is only working (first pass) via the abstract cluster synth.

  4. back to trying to get a simple playback of the ā€œMaggot Brainā€ (George Clinton) accompaniment going via my event system. There were a couple curious things to fix, as the ā€œEvent Systemā€ I wrote is still a bit complicated and I’m continuing to work out the kinks. This is a step towards being able to score a piece for real-time playback and towards making branching scores.

This next few weeks though, looking to spend some time on projects for a couple other members! Collaborating, once again. It has been a long time.

@philfrei
https://www.youtube.com/watch?v=4R29am7Lmkc ^^

Started priming and painting the arcade cabinet. Sorry the pic is kind of hard to see, but these are the two sides:

Faux 3D rotation in 2D isometric game

YWBZLy9yNt0

I couldn’t find this anywhere else on the internet but if anyone knows of something similar, I would like to know.

EDIT:
Speeding up the rotation fixes most of those ugly artifacts to something that is pretty usable.

Edit 2:
Also, I dont know if it is super clear but this is a completely 2d game.

Added more mobs to TF and made background tiles flip randomly so they don’t look so repetitive.

Finally got confirmation that I will be doing an internship (which will most likely lead to a job) at my company’s web dev department. This is great news because I’ve been applying for coding jobs for a while, but not having a CS degree makes it hard to get your foot in the door. I’ve been learning PHP and JavaScript, and next, gotta brush up on SQL. I’ve been doing these classes through CodeAcademy, and the PHP course covered up through making classes and OOP, which I’m not sure that’s enough to actually run a big retail website… The lead dev said the last two people they hired were interns who had no coding or CS experience, which I find weird, but I’m already a step above them. I’m excited to say the least.

EDIT: Correct me if I’m wrong, but from my PHP studies so far, except for declaring variables differently (i.e. with $), it seems like its just java embedded into HTML. Is that correct for the most part?

You could say that, but remember that Java is Good and PHP is Evil.

:slight_smile:

Ha why!? That is just what they told me to learn, and when I started learning it, I was just thinking, ā€œthis is basically java (at least syntax wise).ā€

PHP is evil because it was fashioned by Sauron in the black depths of Sammath Naur. It caries his evil with him and corrupts all it touches.

Java on the other hand was made by Celebrimbor the peerless Elf in Eregion, and no shadow lies on it, except perhaps for those damned closures.

Yeah well Sauron’s hair sucks (its too straight) and he’s not as cool as Ian (the dude who plays the other guy that I share a name with) so I can see why PHP sucks as well. But for real, is it evil? Thanks @ags1

I completed code to ensure referential integrity in my Vangard data files.


...
Line 646 : L0003: Node name not in source: chickenMeat
Line 680 : L0003: Node name not in source: manFlesh
Line 681 : L0003: Node name not in source: humanBlood
Line 682 : L0003: Node name not in source: humanSkin
Found 31 errors.