What I did today

Made some more art (concepts) for a game I’m working on with Mercury: (Click for full size)

http://puu.sh/cmcRg/9a83ac56f3.png

  • Jev

Got Yosemite working on my hackintosh.

Watched this and it’s actually damn good:

S8XHtvHZn4A

Headline Benchmark does crash reports too but they are not fully automatic as the user has to opt in to sending the crash data to me per report.

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

That is… IMPRESSIVE!

WOW. So much gonna check that out. Awesome.

(Health-, Stamina-, etc. bars would be nice, numbers are hard to parse quickly :wink: )

EDIT: Just saw it’s singleplayer.
Mutiplayer is kind of a must-have nowadays. That’d make the game much more awesome, though :smiley:

Multiplayer for small team(7ppl) is huge reach. Maybe one day.

Awesome job, the game has a really cool look about it. Just don’t threaten to kill Gabe and I’m sure you’ll do fine.

Just finished writing a 34 page power-point about Programming through Code, Object Oriented Programming concepts, and Java.
I’m presenting it tomorrow to my high-school computer-tech class.

Thanks for this link. I’ve been keeping it around for after my exams, but curiosity got the best of me today. I ended up spending the day implementing their motion blur improvements into We Shall Wake.

Comparison (mouse over to see the new version): http://screenshotcomparison.com/comparison/97125

Notice how sharp edge in the horizon disappears as the blur weights have been balanced to provide a smoother gradient. Also note the improved gradients from using an ordered dither instead of random jittering. This dithering is a lot harder for the eye to pick up during motion than the flickering noise caused by the random jitter. Even more ridiculous, the performance of the motion blur more than doubled, and I’m not even done implementing all their optimizations yet. I’m gonna do the simple color blur fast path for tiles that have coherent motion vectors and possibly the data packing to reduce the number of texture fetches for each sample from 3 to 2, but the shader seems pretty ALU bound at the moment so I’m not sure the packing overhead is worth it. I also intend to try to implement an idea of my own: motion blur anti-aliasing, as the current motion blur has a tendency to reintroduce aliasing.

I also managed to make 8xTSRAA a whooping 132% faster to resolve thanks to some simple optimizations like getting rid of all branches in the code. Branching in loops is a big no-no. 4xTSRAA saw a more modest 10% performance increase.

A* fun!

Is the performance profiler HDR rendered?
I think this game is getting too polished… :wink:

Woo, most awesome! What’s that made with?

Cas :slight_smile:

Hehe, I’m glad you think so, but no, it’s not. I do apply a very simplified bloom filter to it and add it on top of the UI using a special additive blending operation which gives a very good HDR look and preserves anti-aliased gradients etc.

More info here: http://www.java-gaming.org/index.php?topic=33171.0

It’s our company own c++ framework so not really java related. I am behind all graphics programming. If someone is interesting about modding there should be plenty fun to do. Everything(shaders, textures, models, entities, world) is moddable in realtime.

V nice.

Released alpha footage of Basingstoke today: http://www.puppygames.net/blog/?p=1585

Cas :slight_smile:

That’s awfully, awfully pretty. Not much else I can say just from the new video.

Spent time making a LWJGL version of the JMenu and JTabbedPane, and I started an XML parser for my UI library. It jumps down and can find nested UI elements and parse all elements that I have java code for (almost!).

Such fun :slight_smile:

CopyableCougar4

Spent the majority of my afternoon working on build up practice projects as well as working on pixel art skills. Hopefully going to better myself by the type LD31 starts.

Got good results on my report card, so I get to keep my awesome programming job over the school year. What’s better than sitting at home, programming, and for money?!
I also am working on reverse engineering this PDF program that’s pretty big name (not Adobe). It’s a difficult challenge, but a fun one.