1. Post #161
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Whats a good webm hoster? puush appears down at the moment, and I'm not going to risk my Dropbox account with garry's auto-play bullshit
    can't you just put it on nullular.com

    Edited:

    ooof page king, have some content: http://codepad.org/ytBv4UwR

    Edited:

    this one might also give y'all a thrill: http://codepad.org/gqoOMXZV

    Edited:

    my personal favourite: http://codepad.org/jgg9NrKu
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  2. Post #162
    Richy19's Avatar
    May 2010
    5,411 Posts
    ooof page king, have some content: http://codepad.org/ytBv4UwR
    How... I dont even...
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  3. Post #163
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    I thought we've been over this.
    Yes, we did go over it, and we established that anyone who included loud pointless irritating music in their webm videos was a douchebag.
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  4. Post #164
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
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  5. Post #165
    thingshappen's Avatar
    December 2007
    236 Posts
    It looks like most of these issues come from Marmalade failing to set the correct GLES context.



    And then it goes:



    Which also explains the debug screen showing while the actual game is all black (until it exits).

    I gotta investigate these context issues. Marmalade 5.2.4 supposedly fixed them, but I guess not.

    Edited:

    Do you mind if I post your log on the Marmalade developer forums?
    Don't mind at all.
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  6. Post #166
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    Just to clarify, I assume the *(pi+1) increases pi and points to b (isn't memory assigned backwards normally? that is from high address space to low) and then sets its value to (int)3.14 (floored to 3).
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  7. Post #167
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    (isn't memory assigned backwards normally? that is from high address space to low)
    yeah the x86 stack grows downwards
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  8. Post #168
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    What is the reason they made it descend?
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  9. Post #169
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    What is the reason they made it descend?
    it's x86, nobody has a clue
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  10. Post #170
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    Also, a doesn't need to be volatile.
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  11. Post #171
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    snip
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  12. Post #172
    NovembrDobby's Avatar
    April 2007
    1,157 Posts
    I don't want to spam my Youtube account with what are essentially short GIFs for WAYWO
    Unlisted?
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  13. Post #173
    I gave ••••• enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,425 Posts
    I just fucking FIXED the damn depth testing issue by just moving one line 5 lines down. Just that after messing with matrices and vertices for many hours.

    Now i can actually start working on a better map generating, point sprites, collision, lighting, player, GUI, menus and all kinds of cool stuff.

    Edited:

    I have now separated the controls from the camera to a player class, took a while to figure out how to send variables to each other.
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  14. Post #174
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    I just fucking FIXED the damn depth testing issue by just moving one line 5 lines down. Just that after messing with matrices and vertices for many hours.

    Now i can actually start working on a better map generating, point sprites, collision, lighting, player, GUI, menus and all kinds of cool stuff.


    I've been working on getting fonts to render in an efficient way for days now. Hopefully I won't be sick of C++/OpenGL when I get it to work properly. Looking forward to creating a GUI of some sort afterwards.
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  15. Post #175

    April 2012
    87 Posts
    bonus realtime version of that video i posted on the last page (warning: requires oracle® java™)
    http://synthiac.net/stuff/tetra.win32.rar
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  16. Post #176
    Speedfalcon's Avatar
    December 2009
    1,122 Posts
    Oops I'm late but:



    Rating winners of the last thread.
    So most of my posts were either wrong or not programming :v
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  17. Post #177
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,563 Posts
    bonus realtime version of that video i posted on the last page (warning: requires oracle® java™)
    http://synthiac.net/stuff/tetra.win32.rar
    Is stuff like this more often done with realtime beat detection, or are the timings hardcoded? I'd assume the latter because the demo only has to work well with that one song, and it cuts out the fact that beat detection is rarely perfect.
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  18. Post #178
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    Computer Science at school:

    5% programming, 95% this:
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  19. Post #179
    ahdge's Avatar
    July 2007
    53 Posts
    Phone picture beats screenshot when you need to tell a story.
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  20. Post #180
    Icedshot's Avatar
    April 2010
    2,361 Posts
    Computer science at my school:
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  21. Post #181
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,502 Posts
    Computer science at my school:
    I was waiting for an image to load for a good few seconds there.
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  22. Post #182
    I gave ••••• enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,425 Posts
    Computer Science at school:

    5% programming, 95% this:
    [dicks]
    Computer Science at school:

    5% do something with Office, 95% play games on Facebook
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  23. Post #183
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    Phone picture beats screenshot when you need to tell a story.
    Also I was too lazy to take a screenshot and paste it into paint and then save it onto my usb-drive
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  24. Post #184
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    New version: http://filesmelt.com/dl/Phyzicle3.apk

    [release]It should now work for all you guys that reported a black screen/crash/nothing happening![/release]

    For the guys with the screen corruption, I'll look into it. I believe it might just be your old device, though
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  25. Post #185
    ahdge's Avatar
    July 2007
    53 Posts
    Also I was too lazy to take a screenshot and paste it into paint and then save it onto my usb-drive
    Just want to point out that you copy and pasted a throbbing member 14 times.
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  26. Post #186
    I gave ••••• enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,425 Posts
    Oh man, seeing this makes me happy



    Upgrading the map generator also allowed to have a maximum map size of 342x341, that's one wider that the last one! Though depending on the amount of wall pieces generated, this much can crash because the vertice list getting too big.

    Now just to figure out how to flip vertices 180 degrees around to make a roof.
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  27. Post #187
    Gold Member
    Darwin226's Avatar
    January 2009
    4,159 Posts
    Just want to point out that you copy and pasted a throbbing member 14 times.
    Tiled background.

    Edited:

    Oh man, seeing this makes me happy



    Now just to figure out how to flip vertices 180 degrees around to make a roof.
    I think you just need to set y/z (what ever is the up vector) to -y/-z
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  28. Post #188
    ahdge's Avatar
    July 2007
    53 Posts
    Shit.
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  29. Post #189
    I gave ••••• enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,425 Posts
    I think you just need to set y/z (what ever is the up vector) to -y/-z
    -snip. fixed-
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  30. Post #190
    Icedshot's Avatar
    April 2010
    2,361 Posts
    Got back to work on my 3d opencl renderer

    Objects are now asynchronously added during the runtime of the program - memory is allocated for the size of all the triangles currently in any object being rendered to the scene, this is all copied onto the graphics card, and then the current engine memory pointer is updated (mutex lock to prevent awful things from happening) to the new memory. The old memory can then be freed asynchronously as well, after this

    This essentially means that adding new objects to the scene won't cause any delay whatsoever to the running of the program (though may take several frames for the actual memory itself to be allocated, and the object to be drawn to the screen). Also, because the memory new memory has to be allocated while the old memory is still present, this means that you are wasting a load of memory while transferring the two. I can't think of a way around this though at the moment

    Currently though, I am very lazily getting around to implement a system to pass textures to the program. Unfortunately opencl is not a fan of being passed arrays of Image2ds, though perhaps i can pass a 3d texture that is actually the 2d textures on different layers - each layer being an object ID (or a variation of that).

    I'll get around to it at some point
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  31. Post #191
    Naarkie's Avatar
    September 2011
    320 Posts

    Powered by GeeUI™

    (Collaborative project with Ziks and Geel9)
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  32. Post #192

    April 2012
    87 Posts
    Is stuff like this more often done with realtime beat detection, or are the timings hardcoded? I'd assume the latter because the demo only has to work well with that one song, and it cuts out the fact that beat detection is rarely perfect.
    yeah i'm not the hugest fan of beat detection/fft. i find manual timing provides more rewarding results, and it takes as much time as one would spend making analysis results usable.
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  33. Post #193
    Gold Member
    Darwin226's Avatar
    January 2009
    4,159 Posts
    Well, i generate the vertices like this:
    Code:
    verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X, position.Y + 1, -position.Z),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2) / imagesInTexture, 1)));
                verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X, position.Y + 1, -position.Z - 1),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2) / imagesInTexture, 0)));
                verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X + 1, position.Y + 1, -position.Z),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2 + 1) / imagesInTexture, 1)));
    
                verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X, position.Y + 1, -position.Z - 1),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2) / imagesInTexture, 0)));
                verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X + 1, position.Y + 1, -position.Z - 1),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2 + 1) / imagesInTexture, 0)));
                verticesList.Add(new VertexPositionNormalTexture(new Vector3(position.X + 1, position.Y + 1, -position.Z),
                    new Vector3(0, 1, 0),
                    new Vector2((currentwall * 2 + 1) / imagesInTexture, 1)));
    That generates one floor piece. How exactly can i change how each vertice is oriented?
    Instead of position.Y + 1, try -(position.Y + 1). If Z is up then do that to z.
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  34. Post #194

    February 2007
    112 Posts
    Got back to work on my 3d opencl renderer

    Objects are now asynchronously added during the runtime of the program - memory is allocated for the size of all the triangles currently in any object being rendered to the scene, this is all copied onto the graphics card, and then the current engine memory pointer is updated (mutex lock to prevent awful things from happening) to the new memory. The old memory can then be freed asynchronously as well, after this

    This essentially means that adding new objects to the scene won't cause any delay whatsoever to the running of the program (though may take several frames for the actual memory itself to be allocated, and the object to be drawn to the screen). Also, because the memory new memory has to be allocated while the old memory is still present, this means that you are wasting a load of memory while transferring the two. I can't think of a way around this though at the moment

    Currently though, I am very lazily getting around to implement a system to pass textures to the program. Unfortunately opencl is not a fan of being passed arrays of Image2ds, though perhaps i can pass a 3d texture that is actually the 2d textures on different layers - each layer being an object ID (or a variation of that).

    I'll get around to it at some point
    I'm jealous, I've had to pretty much halt my OpenCL work in order to deal with the end-of-course ramp-up in my other classes / final projects / procrastination because I was working on my photon mapper so much this quarter.

    Depending on how complex your scenes are (last time you showed it it looked like maybe a cube-room and a couple of spheres) you shouldn't have too much to worry about in scene allocation. If you aren't already just make sure you're storing the minimum amount of information necessary, like how a sphere only needs 4 floats to represent it completely.

    My scenes are currently ~200 bytes including my material definitions and I have the same number of primitives as you do, it shouldn't be terribly expensive.
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  35. Post #195
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    beat detection is worthless in the first place

    there is no magical universal tuning for frequency averages that will detect beats on every single last song provided, so there's no point in it for using it for the reasons you'd expect (to do less work)

    the problem with beat detection is that to use it for anything useful, you'd need a set of algorithms that could detect beats across multiple different genres and play styles

    that's one problem, but you also have the general "how do you define what a beat is?" issue

    in the end, beat detection is best used in controlled, tuned cases. but if you're going to do that, you might as well just manually sync whatever your work is to whatever music you're using, because you'll end up actually doing more work tuning your beat detection for more than one song
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  36. Post #196
    DeadKiller987's Avatar
    September 2010
    1,070 Posts
    Computer Science at school:

    5% do something with Office, 95% play games on Facebook
    Computer Science at school:

    10% do something with Office 2003, 15% play mari0, 75% sit quietly while secretly planning how to place the cd in my backpack into the cd-tray and reboot using kon-boot with admin privileges so I can fix their antivirus software and set up user rights properly to prevent some asshole from removing my mari0 saves forcing me to beat it each Tuesday.
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  37. Post #197
    ▓▓▓ italian
    TerabyteS_'s Avatar
    June 2011
    2,645 Posts
    I ended up accidentally creating the most attractive project of the science fair had to take part in (the robot arm) and got myself a backache and a sore throat trying to explain what the thing did to kids and their parents. The arm wouldn't work 50% of the times, yet the kids were still incredibly amused when I switched to manual control and grabbed pieces of LEGO and let them go in their hands.
    The guys showing their projects in the stands next to mine came to me complaining that I were getting all the attention and I replied that I never asked for it and would gladly switch places

    The kinds fucking about with the arm were incredibly unnerving though.
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  38. Post #198
    Gold Member
    esalaka's Avatar
    July 2007
    10,248 Posts
    beat detection is worthless in the first place

    there is no magical universal tuning for frequency averages that will detect beats on every single last song provided, so there's no point in it for using it for the reasons you'd expect (to do less work)

    the problem with beat detection is that to use it for anything useful, you'd need a set of algorithms that could detect beats across multiple different genres and play styles

    that's one problem, but you also have the general "how do you define what a beat is?" issue

    in the end, beat detection is best used in controlled, tuned cases. but if you're going to do that, you might as well just manually sync whatever your work is to whatever music you're using, because you'll end up actually doing more work tuning your beat detection for more than one song
    Iunno Audiosurf seems to do it decently for pretty much everything although some songs have been recognized as waaaaay too high-tempo.
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  39. Post #199
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    Iunno Audiosurf seems to do it decently for pretty much everything although some songs have been recognized as waaaaay too high-tempo.
    audiosurf is far from perceptually perfect by a long shot
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  40. Post #200

    April 2012
    87 Posts
    Iunno Audiosurf seems to do it decently for pretty much everything
    placing a block in a random lane whenever there is an impulse in the spectrum is hardly decent.
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