What I did today

I am going to use my RaspberryPI as a File-Server at home, and trough a encrypted connection over the internet.
Its pretty darn useful, like your own little google-drive/dropbox/mediafire.

Now I only need to strap my 1,5 Tb harddrive to the RaspberryPI…


I also just managed to run a Minecraft-Server on it, but the server is WAY too slow in low-power mode.
If you get a RaspberryPI, get a cable (power-cable?) that can support the full required power.

Also, if you have a big television screen (I have a 2,? meter screen!), try connecting the RaspberryPI to it.
Its awesome seeing a terminal on a giant TV screen!


Now I have a reason to learn how linux works!

Have a nice day!

  • Longor1996

Landed my first heelflip down a stair set today… I also fell before the successful attempt and nearly shattered my knee. But I eventually got it, so it was worth it!

I came 33rd out of about 200 in my school’s cross-country.

I was there when the raspberry pi was released, however all the pages crashed and I gave up
never bought one for some reason

whenever I think about it, I think: I can do that with one of my laptops… and it runs windows too and is 3479 times faster

I was refering to those odd 45deg edges on the right-hand side of the leafs of each and every tree:

https://dl.dropboxusercontent.com/u/1668516/shots/roam/voxel2.png

Hey, It’s the model of Kubera!!

Thanks Riven, makes sense. Was an artefact of how it was rendered.

Made a bit more progress, interactive, faster and fun too :slight_smile:

https://dl.dropboxusercontent.com/u/1668516/shots/roam/voxel4.png

Cheers,

Kev

Are those loaded in models or textures manipulated into the isometric grid

It’s much much worse than that :slight_smile:

The scene is rendered in 2D with a sprite per voxels. Voxel based models are loaded in and rendered using the per-voxel sprites in the right order. The whole scene is dynamically rendered.

Cheers,

Kev

For some reason I get the impression that all the shadow caster are slightly off the ground. The fact that the shadows start one “pixel” away from the edge makes it looks a bit weird, I think.

It seems the voxel engine determines per voxel whether it is shaded - not per face.

Additionally, the voxels/sprites themselves are baked (?) with shading from the wrong direction, leading to the faces pointing away from the light source to be brightened (see corners facing the camera).

Per voxel shading yep, wasn’t trying to be accurate and quite liked the result.

I had been wondering about the light edges closest to the camera - good point :slight_smile:

Kev

Made my first Android Hello World

Still playing, little house. Fixed some shadow issues:

https://dl.dropboxusercontent.com/u/1668516/shots/roam/voxel5.png

Cheers,

Kev

2 things:
1: are the shadows just added so say are they textures drawn next to it or are they calculated from a light source OR are they rotated and manipulated rectangles or other drawn shapes just to add some texture .
2: for your tress (auto generating talk here) the darker the colour the deeper it is within the texture, so for instance if the tree was quite light with very light greens then it would be rather large but if the tree was dark it would follow the trunk.

1: Theres no textures as such here, the shadows are just voxels that have changed colour based on them being in shadow of something else. It’s a fixed shadow direction right now.

2: Not sure what you meant on this one, again, no textures, they’re just little blocks shaded.

Cheers,

Kev

2: for this one I mean the shading on the voxel should control how the tree is shaped , so if they are dark voxels they are close to the trunk whilst if they are light voxels then they are away from the center of the tree.

Been trying with this voxel thing again today, changed some stuff and added a bunch of new environment to see how it performs in something more real.

https://dl.dropboxusercontent.com/u/1668516/rox/dung.png

Cheers,

Kev

I’ve been playing around with reverse engineering games. In Battlefield 4, I’ve been able to discover all the players health in a server, position, and much more using C#. The only thing that took a long time was stringing together all the address offsets. I suppose I could go on to make that thing where you see all the players through walls and an aimbot and stuff but meh. I have the experience I was looking for.

All in all it’s been a very unproductive week thanks to school…

I don’t know about others but I have to second this comment :slight_smile:

CopyableCougar4