What I did today

Does the FPS counter (or the callsite) create/modify textures to render the (ever changing) chars?

No textures are created (texture coordinates change though), but you could be on to something here

I won’t take up any more space here, I thought it was something worthy of posting here :slight_smile: turns out it probably isn’t and is something subtle somewhere else.

Worked 3 hours straight on a project for english class (a fully fleshed fake news website with bootstrap). Zipped it, and copied it to my flash drive, corrupted somehow while it was in my pocket… Now I’m screwed.

Played at a Battle of the Bands at The Agora in Cleveland. Technically it was two days ago, but oh well!

[quote=ā€œEcumene,post:1803,topic:49634ā€]
copied like not moved, you got a backup then ? no ? :o

Vegitated and pondered the mysteries of life and er other stuff I would rather not…

[quote=ā€œbasil,post:1805,topic:49634ā€]

Yup, on my main Windows machine. I wish I could SSH into it, but the school board blocked my website as malware… Dumb bastards.

I can break into your home or your server for you, whichever you prefer, but you have to choose.

Today I found possibly the best SO answer in existence. (maybe you’ve seen it before)

If you ever thought about parsing HTML with regexes, think again.

wowowowowowowowow wait.

I meant it was on my windows machine. Which is sleeping. And I’m home from school now.
Also, what do you mean break in? Here’s the site: http://www.ecumene.xyz/ (don’t hold me ransom I don’t have money)

Agree on that, tried it once, but he seems to really have nothing…

[spoiler](Also now possibly not even a family anymore…)[/spoiler]

I added dynamic script map loading and also fixed dithering (thanks to pitbuller for his help!)
Now I have to code the actual editor instead of editing it externally, and add levels n stuff. It looks like the dithering thing is still there in the gif for some reason but it looks nice in real life.
Edit: Also got my 100th medal + Kernel! Cool!

Videogif

TL;DR:

  • Don’t assume anything about the ordering of vertex attributes! Nvidia assigns them in the order they’re defined, but AMD does not!
  • Make sure you set vertex attribute and uniform locations BEFORE linking the shader! This is a silent ā€œerrorā€ as OpenGL expects you to relink the shaders to apply those settings.
  • If your shader only outputs a vec3 instead of all 4 color channels, Nvidia and AMD behave differently. Nvidia outputs 0.0 for the alpha value while AMD outputs 1.0.

Fixed two critical bugs that only affected AMD GPUs!

The first one was a bug in my particle rendering code, causing the particles to appear in random color (usually bright magenta) and have random size. The problem was the vertex attributes, but this problem was only visible on AMD GPUs. In essence I set the vertex attribute locations AFTER linking the shader, so they weren’t being applied. AMD’s GLSL compiler simply assigned different vertex attribute locations so it read the particle data incorrectly.

Secondly, another piece of useful information for the future! My SRAA was not working correctly on AMD card, and I tracked down the problem to my lighting code. In essence, SRAA works by rendering the scene twice. In the first pass the scene is rendered and lit as normal, but we also store a semi-unique triangle ID for each pixel. In the second pass, we render ONLY triangle IDs to a multisampled texture. In a resolve pass, the non-multisampled lighting result is ā€œupsampledā€ to MSAA quality by matching triangle IDs. In practice, it’s a lot more complicated as I use both the current and previous frames in the upsampling, but that’s the basic idea.

Anyway, the point here was how the I stored the triangle ID in the first pass. I render and light the scene to a GL_RGBA16F render target, with accumulated light intensity stored in RGB and triangle ID stored in A, the alpha channel. During lighting, the shader only outputs an RGB color:

out vec3 fragColor;

In this case, Nvidia’s shader compiler set alpha to 0.0, and since I was using additive blending this left the triangle ID unmodified. AMD’s compiler however set alpha to 1.0, which corrupted the triangle IDs completely, leaving my SRAA resolve shader utterly confused.

Opps: http://envisage-project.eu/proving-android-java-and-python-sorting-algorithm-is-broken-and-how-to-fix-it/

How about using color mask?
https://www.opengl.org/sdk/docs/man3/xhtml/glColorMask.xml

That would work too, of course.

Got a new client today (web development), so that’s pretty good! And in my other free time I’ve been working on a screenshot application in Java 8, just for fun/to learn design patterns/to learn lambdas. I am implementing an error handling system today and I don’t really know how to go about doing it, so I just went at it. The classes are short, so if anyone could look over what I’ve started doing, and tell me if I’m headed in the right direction or not, that would be great. Here’s the Error class, and the ErrorManager class. And here’s a class where these Error objects are being used in practice.

Also, a cool Eclipse fun fact that I learned today, is that if you change the ( http://i.imgur.com/ZhIUHNy.png ) content assist auto triggers to ā€œ.abcdefghijklmnopqrstuvwxyzā€, the suggestion box will popup whenever you type, similar to other IDEs like Sublime Text. This has changed my programming speed in Eclipse dramatically.

Here’s a nasty [5mb] gif of my 2 new characters, the Miner and the HazMat guy. They can also now be ordered where to walk, although their path finding is not much more than walking in a straight line toward the target yet. Also I finally got rid of my old home made camera variables and started using the proper LibGDX camera which can zoom, much better :smiley:

Started planning out a new game today. I’ve made a commitment to myself that I will actually get this one done, and that I will do it right this time. So I Googled ā€œgame design document templateā€, grabbed a nice looking one, and am currently filing it out. One hour later and I’m almost half way done! I’ve actually never took this much time to plan out a game before, and I’m excited that I’m finally trying it the right way to plan everything out beforehand.

So this is how it feels to be a real game developer, huh? :wink: (That was sarcasm)

Edit:
Clarified my sarcasm :stuck_out_tongue:

My dropdown listbox now works like a charm and even has keyboard control too. Woo! It could do with maybe just a couple of tweaks to the border graphics but I’ll leave that for Chaz. There’s only one thing left to do, which is that once popped open, I’d like it to close if the mouse is clicked anywhere else. Oh, and maybe I’ll make the popup window lerp open and closed…

Cas :slight_smile: