What I did today

You typically get (even) nicer results when you don’t make the beach terrain type dependent on height, but (largely) based on distance to water. As post processing step, you then flatten the (‘fixed’ width) beaches somewhat.

I implemented Toksvig antialiasing to reduce specular aliasing caused by high glossiness/low roughness in combination with detailed normal maps:

Before it was shimmering and flickering as hell, and it was impossible to see any details in the normal map since they were too high-frequency to be displayed. I’d need a huge amount of supersampling to fix it.

With the specular anti-aliasing (which only takes the normal map as an input) the detail is retained despite the super-high glossiness as the gloss is dynamically reduced when the normal map itself is “rough”. The result is a temporarily stable specular highlight which just looks perfect at all distances and angles, and preserves the “shape” of the highlight no matter the distance from it.

Here’s an interactive WebGL demo of the technique: http://www.selfshadow.com/sandbox/gloss.html. Note specifically that with Toksvig map/AA enabled the “shape” of the highlight does not change as you zoom in and out with the mouse wheel, since the normal map itself essentially causes the surface to become rough when zoomed out.

Found that webgl is working on chrome for mobile.

@Work: fixed a 2-year bug in my Swing GUI library.

[quote]This game has been Greenlit by the Community!
[/quote]
Just came back from the one week vacation and that happened in mean time. So actually I didn’t do anything.

http://steamcommunity.com/sharedfiles/filedetails/?id=307899345

Not much coding for me today. Sort of had a mid-week day and played some games. Did read up a little more on C# though

got half trough crafting my new desk :

bottom side table top, 200x100 cm :

5 legs :

o/

Practicing making some music for my game so I don’t have to steal other peoples music.

027r25yvGdM

What software do you use?

I used to use Mad Tracker, but recently started using Ableton Live with some Native Instruments plugins. The interesting thing with Mad Tracker is that it can use the VST plugins too, even though its an old style tracker.

If you like Trackers, take a look at Renoise

Just made a quick name generator that can generate up to 28,125 unique names using 75 last names, 225 male first names, and 150 female first names. It reads from 3 files and is 63 lines of code including lots of spacing.

This is just a sampling of names:

CopyableCougar4

WAAAAH , where is steve?

That was just a small sampling of the names. As I said, there are 225 male first names and 150 female first names. :stuck_out_tongue:

CopyableCougar4

Yet the question remains is there a steve?

Yes :stuck_out_tongue: In a few minutes I am posting it on my github so you can verify it then :stuck_out_tongue:

Edit: It’s on my github. https://github.com/CopyableCougar4/Name-Generator

CopyableCougar4

I detect a cultural bias in your names. It might be good to parametrize generation with a locale like “en/us”.

The source I used for the names was for common names in North America. I was aware there was a bias. I was just to lazy to type 375 names per locale. (I am also aware I could just split the names up between locales.) I may come back at a later time and use locales when the project is actually close to being publicly seen.

However, if someone used this for their code they could just change the names.

For my purposes the names are just a unique way to identify a user’s “followers”.

CopyableCougar4

Back from honeymoon in Rome, back to voxels!

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

Cheers,

Kev

Kev for god sake keep working on this , its naturally brilliant. Maybe a mars base simulator esq thing? retro dungeon explorer?

As for what ive been doing …
Debugging the 200 line tick method in my main class trying to find an inverted flag.