What I did today

That returns a negative value actually because when I add it to final it’s really really dark. All I see is the bright bits where the light accentuates the fake normal mapping of each character.

mhm yes was thinking the same.

the idea is just to do [icode]max( vec3(0.0), color.rgb * someScale - vec3(someValue))[/icode] to fetch only pixels which contribute to the bloom.

if you do HDR rendering you could do a simple [icode]max( vec3(0.0), color.rgb - vec3(1.0) )[/icode] to filter all pixels which are shooting over white.

don’t worry, it might be more true to “how do bloom work in a camera-lens” but the way you did it is also nice. looks like a “foggy” blur, which is a good artistic tool. :slight_smile:

Well I was trying to do everything in a single pass, but I can certainly do it in 2 passes to get the method you’re talking about. It wouldn’t take that much work. I also heard a method where you multiply texColor.xyz * texColor.a if you’re just using textures. But later I’ll most likely implement your method and post it here. Thanks :slight_smile:

aye, it’s most likely a two-to-three-pass thing. 1. fetch pixels contributing, 2. blur that, 3. add to final image.

In addition to a lot of bug fixing on WSW, I did some compute shader experiments.

Basically I developed a generic compute shader for “simulating” some super basic heat conductivity. No actual graphics for it yet though. The idea is to supply the compute shader with a massive list of tiles. Each tile has a heat value (temperature/energy/whatever), the tile indices of its 4 neighbors and the conductivity coefficients to those neighbors. Heat spreading between tiles is simulated using something similar to a gaussian blur, with the weights modified by conductivity. My current performance tests look promising. At 60 updates per second I can update 64 000 000 tiles. Another way to put it is 3 841 707 432 tiles per second. Now, I wonder what it’ll be useful for… =3

nice! sounds like lattice boltzmann in action. still super hard to compute in 3d with reasonable space covered.

Decided to make a in-game terminal for loading scripts/game objects. So I whipped up a Commodore PET in blender.

http://puu.sh/giSWY/a8393a7648.jpg

Now to UV map and texture it.

Found out unreal is even more free than before:

Memorized another 8 algorithms for the 2 look OLL piece of the Fridrich Method. Getting pretty fast…

Got my 2d Gen Moto G last week (and I love it ;D ). I also am putting the finishing touches on my app, signed up for AdMob and let some friends test it out (they all to seem to love it :)). The last thing I have to do is create a personal bank account for aAdMob Woo! :point:

I bought a used Macbook a couple weeks ago which came with 2GB of RAM, which was definitely not enough! So last week I purchased 4GB of RAM, and now it runs so much better. Also am building a resume site for myself to brush up on my web development skills and to prepare myself for my (hopefully) future programming internship at my uncle’s work doing backend work.

You don’t even have to go to GDC to have all your time chewed up by it. Some info on glNext. Third party blog post with link to info: http://renderingpipeline.com/2015/03/some-thoughts-about-the-vulkan-api-glnext-and-the-future-of-opengl/

unity is a changing too: http://unity3d.com/get-unity

Today, i’m celebrating the 5th anniversary of jPCT-AE with a tiny bottle of champagne… ;D

Made possibly the final track for Superstatic: https://soundcloud.com/literature-corner/inside-my-mind .
I still need to go back and redux some of the older tracks I made when I was significantly less good at composing but it feels good to be pretty much done.

Got 20 minutes this evening, so added multi-move into Quests of Yore so you can move the whole party in one go when you want to go quick. Also changed it so you can’t scroll the view, it follows the selected character.

Cheers,

Kev

Finished my Commodore PET!

http://puu.sh/gls5K/58256f1f2f.jpg

Every time I see the project name, I think of Leonard Nimoy :frowning: The Vulcans were an amazing people though, so I’m sure Vulkan will be as well!

Ingame script editing, fully dynamic and reloads the map as soon as you hit the button. I’ve been up till about 3 every night this week trying to finish this game. It’s due Saturday. Wish me luck in nationals.
Edit: I now fully understand the saying “a programmer is simply a machine that turns pizza and caffeine into code”. gfdgm,hsdfhhhhh

http://puu.sh/glHyp/f1df8c809c.png

Started adding in equipment and I had to steal the pipes n wires graphics from my other project. Next up I really need to add proper path finding so the guys can get tired from walking around and make proper use of the beds.