What I did today

I finished a track I started yesterday:
https://soundcloud.com/literature-corner/running-freedom

I’m experimenting with a different composition style, but I think it works for me as I ended up with this.

[sup][sup]better than the rest of the crap I make[/sup][/sup]

Well you’re definitely better than me, if that’s any consolation.
This is one of the more complete (never did finish) things I’ve done, but… eh.

I disagree, but that’s alright. You’re stuff is pretty good I say.

Just tested Cursive, and Script fonts to test TrueTypeFont’s rendering, overhanging glyphs are now completely supported!

Here’s the link to the font I used: http://www.dafont.com/freebooter-script.font?l[]=10&l[]=1

https://dl.dropbox.com/s/p53zjbf6aumjy2j/FAIL.png?dl=0

:frowning:

I’m guessing I just need more padding?

EDIT: nope… still having problems after adding 60 pixels of padding! Seriously, what black-magic is this!

EDIT: actually… got it working with 60px of padding for each letter… but I can’t create very large fonts with that much padding… Am i missing something?

On the other hand, I finished my sound system for my game engine… I made that it has only 16 sources and every time you play a source it will look for a non playing source and use it… If there are no non-playing sources then it will look for non-important sources… If all the sources are playing and important… then… well… the game engine crashes because whoever decided to make every source important was a psychopath…

Yes you need more padding, but do not fix any amount of padding. I’m using the maximum advance width of the font as the padding value.

Is the padding in front, behind or both? And if it is both, is it the same amount both ways?

Sry for asking these questions… But thx for the help anyway…

I do padding in all the sides. Also, the texture size is limited to 512x512, I create texture pages to solve the issue.

Wow…never thought of that… I find out the size required and create one large image…
Thx for the help, I’ll give it a go…

EDIT: got it working… also, you don’t need that much padding in the Y direction… you can just have a padding of 1…

Got a huge pain in my back, cant get out of bed :confused:

Played around with romantic lighting, fixed the shaking collision issue & implemented GLFW/LWJGL3 (finally)
Also, Tiny Christmas Gifts!

Screwing around with my collision class :stuck_out_tongue:

What am I even looking at? o-o

Someone forgot a call to glClear()…

Anisotropic filtering? It’s look really good. Maybe give use video/gif.

Started work on a jME loader for my declarative 3d modeling language.

You should really be filtering those textures, the floor looks super pixelated.

  • Jev

Yup! By modifying the gradients based on the motion vector, I can trick the texturing hardware into thinking that the particle’s surface is sloped, so it uses anisotropic filtering to do up to 16 trilinear samples in a row to compensate for that.

I was bored this morning so I quickly cooked this up using particle emitters…
It’s not Java though… I used Codea for iPad

https://dl.dropbox.com/s/3inurm17fnjmvhj/Photo%2021-12-2014%2011%2021%2043%20am.png?dl=0

Getting very close to Christmas!

Just did a simple logo for my game

http://s2.postimg.org/y9nhv5mt5/logo.png