1. Post #321
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Prototype for my entry for the SmileBASIC Ogiri



    Got the gyroscope down pretty well. The idea is that the enemy there (may change the sprite later) will have a sword. She swings it at you at a certain angle, and you have to turn the 3DS so that your shovel is perpendicular to her slash-zone. slashes get quicker with added difficulty
    The video is private.
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  2. Post #322
    Gold Member
    Dennab
    December 2008
    6,828 Posts
    Try again
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  3. Post #323
    Gold Member
    war_man333's Avatar
    May 2006
    7,850 Posts
    Made a skate-ramp for the Marble Maze game.
    ...it took some time to make in SketchUp.
    I think UV-mapping this would be a nightmare
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  4. Post #324
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Attempt 2, using a higher sampling rate and adjusted resonance.

    ɛ


    i


    a


    o


    ʌ
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  5. Post #325
    Fourier's Avatar
    July 2014
    4,002 Posts
    Attempt 2, using a higher sampling rate and adjusted resonance.

    ɛ


    i


    a


    o


    ʌ
    Heh it sounds nice :D. This is formant right?
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  6. Post #326
    Made a skate-ramp for the Marble Maze game.
    ...it took some time to make in SketchUp.
    I think UV-mapping this would be a nightmare
    UV mapping that is the same as just any other flat surface really.
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  7. Post #327
    Gold Member
    war_man333's Avatar
    May 2006
    7,850 Posts
    How? SketchUV is not really helping here.
    Working on a general colorpicker for Unity which will closely resemble the one in Photoshop, which I hope to release for free on the asset store:


    god damn music stop going in my videos
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  8. Post #328
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Heh it sounds nice :D. This is formant right?
    Yes, formant synthesis... Kind of. I'm using a heavily-modified sample of my voice as the basis, running it through a series of band-pass filters to create the formants.
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  9. Post #329
    Gold Member
    MatheusMCardoso's Avatar
    April 2011
    4,123 Posts
    How? SketchUV is not really helping here.
    Can't you export it to blender? UV mapping in blender is a piece of cake. Just watch a 5 minute tutorial.
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  10. Post #330
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Can't you export it to blender? UV mapping in blender is a piece of cake. Just watch a 5 minute tutorial.
    Blender's automatic UV unwrapping is delicious.
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  11. Post #331
    Gold Member

    July 2006
    2,475 Posts
    everything in blender is delicious really
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  12. Post #332
    support my deus ex fanfiction
    Gamerman12's Avatar
    November 2009
    3,655 Posts
    How? SketchUV is not really helping here.
    Working on a general colorpicker for Unity which will closely resemble the one in Photoshop, which I hope to release for free on the asset store:


    god damn music stop going in my videos
    i will love you forever if you release this. The one i'm using is terribad.
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  13. Post #333
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,521 Posts
    I don't know how sketchup's UV stuff works, but in a normal 3D editor that loop would pretty much be as simple as cutting it in half (so you have both sides separated) and passing the two sides through cylindrical mapping.
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  14. Post #334
    Arxae's Avatar
    July 2013
    467 Posts
    Decided to add a quick shader editor to my project. Probably not going to add folder management or anything fancy, just a quick editor:

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  15. Post #335
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Decided to add a quick shader editor to my project. Probably not going to add folder management or anything fancy, just a quick editor:

    Which GUI engine is that? Looks nice.
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  16. Post #336
    Gold Member
    Socram's Avatar
    June 2006
    2,655 Posts
    How? SketchUV is not really helping here.
    I would suggest using a tool that is intended for polygonal modelling/texturing/animation, i.e. not sketchup. Blender is a great free tool that is just as capable as any of the big software packages, but if you want to learn something more professional grade I suggest getting your hands on Maya (personal preference), or 3DS max.

    Sketchup simply isn't intended for that kind of modelling, and I can't believe people bother to try to do stuff like UVing in it...
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  17. Post #337
    Fourier's Avatar
    July 2014
    4,002 Posts
    Yes, formant synthesis... Kind of. I'm using a heavily-modified sample of my voice as the basis, running it through a series of band-pass filters to create the formants.
    Well it's a progress, you can almost make machines that rant now :)
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  18. Post #338
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Well it's a progress, you can almost make machines that rant now :)
    That's the plan.
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  19. Post #339
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,521 Posts
    I would suggest using a tool that is intended for polygonal modelling/texturing/animation, i.e. not sketchup. Blender is a great free tool that is just as capable as any of the big software packages, but if you want to learn something more professional grade I suggest getting your hands on Maya (personal preference), or 3DS max.

    Sketchup simply isn't intended for that kind of modelling, and I can't believe people bother to try to do stuff like UVing in it...
    I've found Modo to be quite a nice alternative to 3DS Max. Definitely worth a go if you get a chance.
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  20. Post #340
    Gold Member
    Ithon's Avatar
    March 2005
    9,492 Posts
    Berkin, are you using this for reference? http://accent.gmu.edu/
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  21. Post #341

    January 2011
    495 Posts
    Which GUI engine is that? Looks nice.
    It looks like WPF to me.
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  22. Post #342
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Berkin, are you using this for reference? http://accent.gmu.edu/
    I've never heard of this site before, but it does look useful. I'll check it out, thanks!
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  23. Post #343
    Arxae's Avatar
    July 2013
    467 Posts
    It looks like WPF to me.
    It's indeed WPF, using MahApps for the window frame and MaterialDesignInXamlToolkit (yes, that's the actual name :p) for some Material stuff (although not very apparent here). And for completions sake, the syntax highlighting uses AvalonEdit
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  24. Post #344
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    It's indeed WPF, using MahApps for the window frame and MaterialDesignInXamlToolkit (yes, that's the actual name :p) for some Material stuff (although not very apparent here). And for completions sake, the syntax highlighting uses AvalonEdit
    Honestly, if WPF wasn't restricted to one platform and was a bit more user-friendly, I might consider using it. Perspex looks promising, though (albeit early in development).
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  25. Post #345

    December 2013
    1,797 Posts
    I'm working on remaking my shitty Lexer/RPN Evaluator thing in Java.
    Thanks to Berkin's advice, I got a better way to tokenize an expression and then it took me half of the day to make it actually sort the tokens, because I didn't assign the return value of the sort function to anything.

    For this input,
    Code:
    _number = new _Number( 5 )
    the program outputs this:
    Code:
    <_number,VARIABLE,0>
    <=,OPERATOR,8>
    <new,VARIABLE,10>
    <_Number,VARIABLE,14>
    <(,OPERATOR,21>
    <5,NUMBER,23>
    <),OPERATOR,25>
    My code is currently extremely ugly, due to me just trying to brute force my way to a working implementation.
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  26. Post #346
    Arxae's Avatar
    July 2013
    467 Posts
    Honestly, if WPF wasn't restricted to one platform and was a bit more user-friendly, I might consider using it. Perspex looks promising, though (albeit early in development).
    I don't mind the single platform that much. But i do dislike the binding system. It's not that it isn't powerful, but getting into it is quite the effort. And on in a "oh no, effort" kinda way. You can do everything in at least 3 ways, 2 of which need more code and complexity then just directly updating the ui.
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  27. Post #347
    Dennab
    July 2009
    12,246 Posts
    I'm working on remaking my shitty Lexer/RPN Evaluator thing in Java.
    Thanks to Berkin's advice, I got a better way to tokenize an expression and then it took me half of the day to make it actually sort the tokens, because I didn't assign the return value of the sort function to anything.

    For this input,
    Code:
    _number = new _Number( 5 )
    the program outputs this:
    Code:
    <_number,VARIABLE,0>
    <=,OPERATOR,8>
    <new,VARIABLE,10>
    <_Number,VARIABLE,14>
    <(,OPERATOR,21>
    <5,NUMBER,23>
    <),OPERATOR,25>
    My code is currently extremely ugly, due to me just trying to brute force my way to a working implementation.
    new is a keyword not a variable!
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  28. Post #348
    x 1 (list)
    Dennab
    September 2011
    6,346 Posts
    I got a lifx bulb yesterday, time to have some fun
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  29. Post #349
    Dennab
    July 2009
    12,246 Posts
    Trying to get visibility.. not working so well
    Its a 2d tile based system, here is what I'm getting:

    Here is without the raytracing

    appears a bit off...
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  30. Post #350
    Gold Member
    Karmah's Avatar
    December 2007
    6,842 Posts
    I decided to start reworking my grass/ground level foliage billboarding system.



    It works mostly the way I want it.
    They tilt towards the camera as well as take into account the normal of the surface they are on. Super easy to generate this time around.
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  31. Post #351

    December 2013
    1,797 Posts
    new is a keyword not a variable!
    I know, I was just trying to get it to work first.
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  32. Post #352
    Dennab
    July 2009
    12,246 Posts
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  33. Post #353
    Gold Member
    Icedshot's Avatar
    April 2010
    2,761 Posts
    I got resource network interlinking together. So basically you build a resource network, and it links together all the resource processing or storing things together underneath its dominion. I then added the ability for resource networks to connect to resource networks, did a bit of graph stuff, and now you can build whole chains of connected resource networks with all the resources dutifully shuffled between the semi-separate networks

    Example showing power cells being filled up by a solar panel on a different network. The circles represent what the resource network can influence



    Updated version with a slightly better looking interface (might be too transparent). At the moment resource networks have to actually include the other resource network, but i might change it so only their spheres of influence have to overlap



    I also discovered that sfml's shape rendering AA only supports supersampling which is less than ideal, so while it looks pretty, performance is now struggling with a lot of circle objects

    Edited:

    So it turns out that I completely forgot to post about my smoke rendering project for my dissertation. To everyone that forgot (I can't believe you've done this), the idea was to take lower resolution smoke with very little turbulence, and then 'upscale' it to a higher resolution with a lot of turbulence in. The principle is that it should be a lot cheaper to fake high resolution smoke, and you actually don't care about the quality of the smoke simulation, and that it should all be gpu accelerated through opencl (worked cross platform in the end, intel + amd + nvidia somehow) and run in realtime without eating too much memory

    So, the final result is that it worked, and it was something like twice as fast to use my gpu accelerated method than to simulate the higher resolution smoke

    The most important part though, here are some pictures

    No extra turbulence



    Only high frequency turbulence



    Only low frequency



    Both (with low roughness, basically my ideal result here)



    Both (with lower roughness)



    pew pew pew



    This tunnel contains no natural turbulence at all, its just a shitty completely smooth simulation upscaled to look turbulent. This one was taken to highlight the fact that it can turn blocky with too high a roughness



    I was marked down for being unable to objectively show that high turbulence smoke looks better than completely smooth smoke. I mean, I'm not sure what they wanted from me, more turbulence is sort of just obviously better. Oh and, it wasn't theoretical enough apparently, I treated the equations as black boxes and focused on the implementation too much, despite the equations being derived by pixar (who wrote the only two papers that exist on what I was doing), and despite the entire point being whether or not it was technically feasible to do in realtime (pixar used a cpu implentation for their films, I modified it to run in realtime on a gpu!) but what are you going to do
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  34. Post #354
    Dennab
    July 2009
    12,246 Posts

    Edited:

    feel I should mention that the art/sound assets are all goonstations
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  35. Post #355
    www.bff-hab.de
    DrDevil's Avatar
    May 2006
    3,291 Posts

    Edited:

    feel I should mention that the art/sound assets are all goonstations
    This profoundly changed my views on life
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  36. Post #356
    Dennab
    July 2009
    12,246 Posts
    glad i could help
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  37. Post #357
    Gold Member
    war_man333's Avatar
    May 2006
    7,850 Posts
    I'm about halfway or so with the colorpicker.
    Still need to do a slider for alpha and enable the user inputs. Most of the tough shit is done... and I also need to clean up the code


    Some things are not completely correct though, like the slider changing color when you're sliding it. That shit ain't right.
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  38. Post #358
    alexaz's Avatar
    October 2010
    354 Posts
    I'm starting to learn about neural networks and trying to implement a simple perceptron that can be taught to perform basic logic operations such as OR, AND. What I don't get is the need for a bias node. Is the weighted bias node value supposed to represent the activation function threshold?
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  39. Post #359
    『  』
    TheEyes's Avatar
    June 2010
    923 Posts
    So I've been working on a networking framework for Python.

    Here's the maximum amount of code needed for an echo server:

    Code:
    import asyncio
    from bfnet import ButterflyHandler, Butterfly
    # Create your event loop.
    loop = asyncio.get_event_loop()
    
    @asyncio.coroutine
    def main():
        my_handler = ButterflyHandler.get_handler(loop, log_level=logging.DEBUG, buffer_size=4096)
        my_server = yield from my_handler.create_server(("127.0.0.1", 8001), ("localhost.crt", "server.key", None))
    
        @my_server.any_data
        @asyncio.coroutine
        def echo(data: bytes, butterfly: Butterfly, handler: ButterflyHandler):
            butterfly.write(data)
    
    if __name__ == '__main__':
        loop.create_task(main())
        try: loop.run_forever()
        except KeyboardInterrupt: exit(0)
    Much simpler compared to the standard asyncio networking stuff.

    Plus, it's secure automatically (forces TLS for all connections by default with secure settings enabled), and fully asynchronous, because it's based on asyncio.

    Here's a more meaty example for a simple chatroom:

    Code:
    import asyncio
    
    from bfnet import Butterfly, ButterflyHandler
    # Create your event loop.
    loop = asyncio.get_event_loop()
    
    class MyHandler(ButterflyHandler):
        @asyncio.coroutine
        def on_connection(self, butterfly: Butterfly):
            # Here we re-purpose the Butterfly dict.
            # Read in their nickname.
            butterfly.write(b"Nickname: ")
            nick = yield from butterfly.read()
            nick = nick.rstrip(b'\n').rstrip(b'\r')
            # Tell the others somebody has connected.
            self.logger.debug("{} has joined".format(nick.decode()))
            for bf, _ in self.butterflies.values():
                bf.write(nick + b" has joined the room\n")
            # Set the `nick` attribute on the Butterfly.
            butterfly.nick = nick
            # Begin handling normally.
            fut = self.begin_handling(butterfly)
            self.butterflies[nick] = (butterfly, fut)
    
    
        @asyncio.coroutine
        def on_disconnect(self, butterfly: Butterfly):
            # Override the on_disconnect to cancel the correct futures.
            if not hasattr(butterfly, "nick"):
                self.logger.warning("Connection cancelled before on_connect finished - will be killed soon!")
                return
            if butterfly.nick in self.butterflies:
                bf = self.butterflies.pop(butterfly.nick)
                bf[1].cancel()
    
    
    @asyncio.coroutine
    def main():
        my_handler = MyHandler.get_handler(loop=loop, log_level=logging.DEBUG)
        my_server = yield from my_handler.create_server(("127.0.0.1", 8001), ("localhost.crt", "server.key", None))
    
        # Define our simple coroutine for handling messages.
        @my_server.any_data
        @asyncio.coroutine
        def _handle_data(data: bytes, butterfly: Butterfly, handler: ButterflyHandler):
            for bf in handler.butterflies.values():
                if bf[0] != butterfly:
                    bf[0].write(butterfly.nick + b": " + data)
    Pretty damn neat compared to Twisted (a clusterfuck), raw sockets (ew) or asyncio's default networking.
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  40. Post #360
    Gold Member
    MatheusMCardoso's Avatar
    April 2011
    4,123 Posts
    Writing a paper on a project and i found this gem: http://www.visuwords.com

    Please, Berking, make one that doesn't crash every 2 seconds.

    Edited:

    It's so useful

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