What I did today

I sat around all afternoon with creators block. I couldn’t think of ANYTHING cool to make! All I am wanting to do is make some looting top-down game for practice… but I just can’t find a style for it. This sucks. I am actually curious… how do you guys come up with your ideas? I’ve been having trouble all freaking day. :frowning:

Thanks!

  • A

If youre having that much trouble, then either just use some colored circles and squares with smiley faces on them so you can play around with interactions rather than trying to come up with style. or go for a hike instead :smiley:

I don’t want to be a pixel artist anymore… it’s taken several weeks to get these looking this good and I still have to do side and back views XD

You could try to include the arm-swing in the shadow, so it looks more related to the character.

normal shadow:


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shadow on frame with left arm in front:


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shadow on frame with right arm in front:


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I started working on a small UI library just for the fun of it :slight_smile:

It has several core features so far:

  • Nested panels
  • Input handling based on layering
  • Only dependency is LWJGL
  • Uses themes that are loaded from JAR files
  • Uses VBOs for everything
  • All UI elements have a common interface [icode]Component[/icode]

No screenshots so far, but it looks like something I will be able to drop into pet projects in the future :slight_smile:

CopyableCougar4

i made my glsl mipmap highlight-blur use a bicubic filter:

top linear filter, bottom bicubic.

Screwed up lamp wiring.
:’(

nNaVaDn61pw

I played planetary annihilation and age of empires 3 for a majority of my day. I also did laundry. Not much going on for me at the moment, which is annoying! I really want to start another project but I can’t think of anything that I would enjoy. :frowning:

Inspiration, I need.

My Fog game has terrain generation under control - version 1 of my island generator is done. Light green is land covered by demonic fog, dark green is safer land usually above the fog, white is mountain. Generated with OpenSimplexNoise.

How is the performance and quality of that? I have a bloom filter with enough small mipmaps to allow a single pixel to bloom across the whole screen (kernel size is effectively the whole screen). It takes approximately 0.6ms to generate the bloom maps and apply it to the screen for a GTX 770 at 1080p.

[quote=“theagentd,post:770,topic:49634”]

running on a nvidia 560TI the bicubic filter takes about 180% the time compared to bilinear. adding up 5 miplevels takes ~ 2ms, quiet expensive (4 texture lookups per pixel). quality is good enough for blooming (subtle, not many contours); using as a pure blur filter, the pattern which is visible from linear mipmaps almost disappears but is still visible.

try yourself :slight_smile:

vec4 cubic(float v)
{
  vec4 n = vec4(1.0 - v, 2.0 - v, 3.0 - v, 4.0 - v);
  vec4 s = n * n * n;
  float x = s.x;
  float y = s.y - 4.0 * s.x;
  float z = s.z - 4.0 * s.y + 6.0 * s.x;
  float w = 6.0 - x - y - z;
  return vec4(x, y, z, w);
}

vec3 textureBicubic ( const in sampler2D tex, const in vec2 st, const in int mip )
{
  vec2 dim  = textureSize(tex,mip); // mip > 0 kinda requires this
  vec2 idim = 1.0 / dim;
  
  const vec2 off = vec2(-0.5, 1.5);
  
  vec2 dd  = st * dim - 0.5;
  vec2 fr  = fract(dd);
  vec2 fl  = floor(dd);
  vec4 xc  = cubic(fr.x);
  vec4 yc  = cubic(fr.y);
  
  vec4 s  = vec4( xc.xz + xc.yw, yc.xz + yc.yw );
  vec4 o  = (fl.xxyy + off.xyxy + vec4(xc.y, xc.w, yc.y, yc.w) / s) * idim.xxyy;
  vec2 m  = s.xz / (s.xz + s.yw);
  
  vec3 a = textureLod(tex, o.yw , mip).rgb;
  vec3 b = textureLod(tex, o.xw , mip).rgb;
  vec3 c = textureLod(tex, o.yz , mip).rgb;
  vec3 d = textureLod(tex, o.xz , mip).rgb; 
  
  return mix(mix(a,b,m.x),mix(c,d,m.x),m.y);
}

Wait, you don’t do any blurring at all? You just stack up bicubicly upsampled mipmaps?

yea. cheesy isn’t it :slight_smile:

… i mean, it’s suffering from mipmap issues : not working properly with all resolutions, “kernel size” is bound to mip level and not easy to control. for a subtle effect it’s good enough tho’ :slight_smile: (even linear filtered)

http://advances.realtimerendering.com/s2014/index.html

“NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE”
This presentation have nice solution to bloom based aliasing.

point of mipmap highlight blurring is that it is braindead simple and very fast.

/back on topic

i’ve painted value-noise clouds on the far plane :

Worked on my toy project again. Got something that might look like a sun…

Day 2 of my just-for-fun UI library :slight_smile:

Showing of a lot of the elements so far. http://i.imgur.com/bVzLmAb.png

Showing the theme for the UI packed in a jar file http://i.imgur.com/b01wjBR.png

CopyableCougar4

Looks freaking awesome!
Also, if this is in bare OGL, I want your TTF renderer :expressionless:

[quote]Looks freaking awesome!
Also, if this is in bare OGL, I want your TTF renderer Stare
[/quote]
I can post it, but I made helper classes. Overall, I’m pretty proud of my font rendering :slight_smile: It creates a VBO per character and can cache a string as a display list :slight_smile:

I’ll edit this post when I have posted it.

EDIT: https://github.com/CopyableCougar4/Font-Rendering - To render text, you use [icode]com.digiturtle.ui.GLFont[/icode] and the object is constructed with an AWT font and font size. To render text, you use [icode]drawText(float x, float y, String text, Color color)[/icode] with an optional parameter for rotated text. To cache the VBOs as a DisplayList, use [icode]drawCachedText(float x, float y, String text, Color color)[/icode] and call [icode]render()[/icode] on the [icode]com.digiturtle.ui.DisplayList[/icode] object.

Features:

  • only loads a font size once
  • doesn’t handle multiple font faces of the same size, but can for different sizes
  • lightning fast (haven’t tested max FPS, yet, will edit when I have)

Enjoy :slight_smile:


EDIT #2
More features added:

  • Spinners (like swing’s JSpinner)
  • Password field
  • Radio buttons
  • Button where clicks are only handled in non-transparent pixels

CopyableCougar4

Got a Mercury T-Shirt:

http://puu.sh/cjDG6/96b6483ce3.jpg

I also made some badass ramen this morning:

http://puu.sh/cjGwK/543a74ab59.jpg

  • Jev