What I did today

AMEN $ Mother Function : having some fun doing a live-coded single function demolition of the most ubiquitous sample in modern music (takes a little while to get going)

This is why they added lambdas to Java 8, right?! :persecutioncomplex: ;D

qTQoE5UHgP8

Started work on a logic engine for use in (my) games. I got the main design done and unification working.

Parser p = new Parser();
Term f1 = p.parseTerm("foo(X,b)");
Term f2 = p.parseTerm("foo(a,Y)");
System.out.println(f1.unify(f2));
System.out.println(f1);
System.out.println(f2);

gives:

[quote]true
foo(a,b)
foo(a,b)
[/quote]
and Prolog-style lists:

Term t1 = p.parseTerm("[Y,b,c]");
Term t2 = p.parseTerm("[a|[X|[c|[]]]]");
t1.unify(t2);
System.out.println(t1);

gives:

[quote][a|[b|[c]]]
[/quote]
Next up are knowledge bases, rules and backtracking.

Long time, no post :stuck_out_tongue:
I’ve been working on a really nice particle system. I started work yesterday, it’s come far enough for my liking, although dancing around Java2D’s limitations is a bit of a headache.

There’s been a lot of work on my engine recently - mainly graphics tweaks but some cool features are coming.
That and I bumped it up to version 0.3 - don’t know why, but incrementing version numbers on a project like this feels pretty great.

Feel free to like the engine’s facebook page, too :slight_smile:

Post a gif, post a gif, post a gif, post a gif! ::slight_smile:

[quote]I’ve been working on a really nice particle system. I started work yesterday, it’s come far enough for my liking, although dancing around Java2D’s limitations is a bit of a headache.
[/quote]
A JavaFX particle system == fewer headaches?

[EDIT: What you have posted so far looks cool. Writing a particle system is neat, no mean feat! Forgive me for being a bit of a JavaFX partisan. I switched over from Java2D/Swing in Feb. 2016, and am glad to have made the choice and only mean to encourage others to consider doing the same, not discourage them from doing cool things via their preferred libraries.]

Mostly doing practice questions, today, for a Java 7, Level I, Certification test tomorrow. I think I know the material pretty well, but 80 questions/3 hours is a long haul. My brain starts to get fried at about the 25-30 question point and I start blowing obvious gotchas and trick questions. I’ve been getting 80+ % scores on practice tests when I limit myself to 30-40 questions. Beyond that, the percentage starts to plummet.

[EDIT: passed with 85% score. I’ll take it.]

You know, if anyone ever asked me to take a Java certification exam, at any level, I think I might roll up the test paper and shove it up their arse.

Cas :slight_smile:

Sorry for the lack of a GIF - I was still in the process of tidying up the editor so I didn’t want to show it in action while it was still a mess haha
I’ve since redesigned the whole system, so it’s good that I didn’t go too far with the old one.

This new system is based off modifiers - each modifier contains a set of variables, which can be manipulated through the editor (selecting a modifier from a list generates a view that allows you to do this). A variable has a name, and a type. It can be an integer, float, string, boolean or choice and is represented in the editor by a textbox, checkbox, or combo-box. The issue with the old table view was simply that by adding more features it was becoming increasingly hard to find what you needed to get to, and slowed down the workflow considerably. Now you’re shown a list of current modifiers, and a list of available ones. Each of the views that are in the video are dynamically generated based on the variables that are in each modifier. To save from pointless memory allocation, controls are reused and saved in pools.

I also added a modifier for sine/cosine wave motion, and one to spawn particles at a random location around a circle.

Here’s a video of me designing a particle effect with the renewed new particle system editor :stuck_out_tongue: I don’t know why I’m getting frame rate drops like I was in the video. Java2D performance has suffered on macOS Sierra. I don’t think it likes the additive blending - it isn’t hardware supported because it’s a custom AlphaComposite. My Windows 8 PC can comfortably handle heaps of particle systems.

W9x9jWphq50

Cas, if I had your cred, I would too.

I made a neat fake 3d renderer in Game Maker today:

Then I found out apparently a bunch of people are also doing the same. AND someone already made a tool to convert voxel models into sprites. hah. No reason to continue on with this project :emo:

Going to bed, quick dump of PN triangle tessellation:

got a twist on the barnes-hut algorithm with a out-of-core morton quad-tree running 24k bodies on 8 threads at 10ms \o/


https://memleaks.net/things/gl_nbody_a.jpg


https://memleaks.net/things/gl_nbody_b.jpg


https://memleaks.net/things/gl_nbody_c.jpg


https://memleaks.net/things/gl_nbody_d.jpg


https://memleaks.net/things/gl_nbody_e.jpg


https://memleaks.net/things/gl_nbody_f.jpg

Since I haven’t mentioned cuphead in awhile: It has an approximate release date - http://studiomdhr.com/cuphead-coming-mid-2017-2/

I’ve spent the week really excited because the Cubs are in the World Series. It’s a big deal here in Chicago (although probably nowhere else since so many of you don’t live in the US and therefore probably do not give a sh*t about baseball). @Opiop don’t you live in Cleveland? Is it as crazy as it is here? Also I’m still waiting for your band to come to Chicago! if you guys come i’ll be there.

Today I learned that this is a valid thing in java lmfao

(!!!aabb_plane_test(node.min, node.max, player.frustum[0]))

We’ve finally got everything we need to make the first Robot Farm trailer. I’ve also finally mastered all of the blender tools I’ll need to make everything we need in the future for We Shall Wake.

My arcade cabinet is coming along well! (although slowly). Here are a few screen shots of it so far. Next up, putting on the t-molding and making sure the buttons work.

I really cant figure out why the images are rotated. Here are the links to the normal pictures:

EDIT: The pictures look correct when I view them on my phone, but for some reason on this Mac desktop, they’re both displayed sideways.

Working derping with blender again, this time with a HDR Sky and better PBR Shaders.

The HDR Sky makes a big difference!

Not today, but yesterday I tried to write my first implementation of A*. It works… kinda. For some reason when the start and the goal are distant and there are a lot of walls in-between, it either finds a suboptimal path, or it crashes… Some debugging in perspective for today.

J0 :slight_smile:

[quote]Working derping with blender again, this time with a HDR Sky and better PBR Shaders.
[/quote]
Nice render! I wish I was as good as you in Blender Cycles too! (But one thing I share with you are these nasty little fireflies everywhere in cycles :D)