Random "work in progress" shots
category: general [glöplog]
yeah Barti, flying donuts! with something red wich is… a tongue?
barti: weird but nicey!
Forgot I had these test videos around, might as well post 'em. Hydrokinetics video diary:
Mar 22, 2015: After few days of toying around with the rendering, first attempt at any 3D rendering code that had any sort of lighting applied to it. Pretty slow, too much brute force.
Apr 10, 2015: Lots of playing around in between. First attempt at a reflective material... pretty bad :), and the even the reflection vectors are all wrong.
Apr 12, 2015: A little better shading, but still pretty awful. At least the vectors got fixed, I think.
Apr 17, 2015: A bit better again. Now includes a "fresnel" component, which I had completely misunderstood at the time.
Jun 7, 2015: A non-serious attempt at volumetric shadows, very brute force and slow. Wasn't intended to be included in any final version, but it just made everything look so much better. This one is quite badly parametrized and buggy though.
Jun 8, 2015: Overall shading improvements, much better looking now, and actually not too far off from the final product. The slight hint of glow does wonders.
Jun 9, 2015: The original intended music track is kinda big. Had to check out how it would work with another style (aegis' track from Mayos). Works quite well...
Jul 28, 2015: Only a few days until the party, finally picking this up again (yeah, almost two months of not touching it at all). The original track turned out to be way too big, made a new one in a couple of days with the focus of compressability, that's a few hundred bytes sliced away. Very uneventful at this stage still.
Mar 22, 2015: After few days of toying around with the rendering, first attempt at any 3D rendering code that had any sort of lighting applied to it. Pretty slow, too much brute force.
Apr 10, 2015: Lots of playing around in between. First attempt at a reflective material... pretty bad :), and the even the reflection vectors are all wrong.
Apr 12, 2015: A little better shading, but still pretty awful. At least the vectors got fixed, I think.
Apr 17, 2015: A bit better again. Now includes a "fresnel" component, which I had completely misunderstood at the time.
Jun 7, 2015: A non-serious attempt at volumetric shadows, very brute force and slow. Wasn't intended to be included in any final version, but it just made everything look so much better. This one is quite badly parametrized and buggy though.
Jun 8, 2015: Overall shading improvements, much better looking now, and actually not too far off from the final product. The slight hint of glow does wonders.
Jun 9, 2015: The original intended music track is kinda big. Had to check out how it would work with another style (aegis' track from Mayos). Works quite well...
Jul 28, 2015: Only a few days until the party, finally picking this up again (yeah, almost two months of not touching it at all). The original track turned out to be way too big, made a new one in a couple of days with the focus of compressability, that's a few hundred bytes sliced away. Very uneventful at this stage still.
go home nodesystem, you are drunk.
oops,
Hahah :D looks like old style animation
Compositing system as directed by Don Hertzfeldt.
We really need some "funny bugs in action"-Thread! Too bad .gifs don´t do them justice if it´s about sth visual!
Hey, I just disocvered this completely new thing called S-D-F.
I actually wanted to start on it but there was other things on my plate, only reason I put together a packet for my geometry pass is to show off my polys.(I can finally delete that fucking island)
Surprised, how well it worked, now to exploit it on every bit of stencil I have.
Thanks to IQ for a quick hack on getting frag depth.
Quote:
We really need some "funny bugs in action"-Thread! Too bad .gifs don´t do them justice if it´s about sth visual!
Sometimes a single picture can tell a lot of things, apart from my mode of programming.
Eh... this piece keeps getting sicker and sicker. Was supposed to be something rather different.
Isn't 2FPS just enough to count it as realtime? Or maybe not...
I want to have fine-grained, tight sync in my upcoming VCS demo and thought about how to create a design workflow that doesn’t involve too much development effort. In the end, I came up with this:
In TIATracker, I added the ability to export a track to .csv format which can then be opened in a spreadsheet application. There I added a column for annotating the music with sync commands and created a script for my build process that generates sync data out of it.
It’s no GNU Rocket, but works reasonably well so far. How do other people sync their 8-bit demos? (Are there any 8-bit demos with fine-grained sync? I couldn’t really think of any.)
In TIATracker, I added the ability to export a track to .csv format which can then be opened in a spreadsheet application. There I added a column for annotating the music with sync commands and created a script for my build process that generates sync data out of it.
It’s no GNU Rocket, but works reasonably well so far. How do other people sync their 8-bit demos? (Are there any 8-bit demos with fine-grained sync? I couldn’t really think of any.)
Not 8 bit, but I recently exported a »song«, too, to a line-based format to annotate it further…
Code:
============ 0
|A#601...heu 840 -
|........... 576 1064
|...........
|........... 448 1392
|........... - 1760
|...........
|........... 0 0
|A#601....te 520 1704
|........... 672 1600
|...........
|...........
|...........
|...........
|...........
|........... 0 0
|...........
|A-601..schü 432 1584
|...........
|...........
|........... 0 0
|...........
|A#601...tte 512 1776
|...........
|........... 0 0
|A-601...ich 304 2040
|........... 800 -
|........... 1112 0
|...........
|G-601..mich 272 -
|........... - 1416
|........... 1120 1712
|........... 0 0
|A#601...zuu 360 1416
|........... - 1256
|........... - 1176
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|...........
|........... 0 0
|...........
|...........
The players for Starkos and Arkos tracker (Amstrad CPC) have a built-in "special track" where you can insert a "special command". The parameter to this command is returned by the player in a CPU register when it happens.
The demo code can use that return value to trigger whatever things. This can be used for sync, but also for "digidrums" (samples) and other musical things.
The parameter is a single byte, so there are some limitations. Usually you will need a separate table of synced things and use the byte as an index into this table to decide what to do.
The demo code can use that return value to trigger whatever things. This can be used for sync, but also for "digidrums" (samples) and other musical things.
The parameter is a single byte, so there are some limitations. Usually you will need a separate table of synced things and use the byte as an index into this table to decide what to do.
kudos for using Excel to sync a demo! :D
@Kylerean:
We've used a mix of "pattern & row"-style precision syncs in our 8-bit stuff, but often will also have a framecounter for frame-perfect syncs.
using CSV and editing it in Excel is actually pretty clever all things considered.
We've used a mix of "pattern & row"-style precision syncs in our 8-bit stuff, but often will also have a framecounter for frame-perfect syncs.
using CSV and editing it in Excel is actually pretty clever all things considered.
Just made a new version of the calibration beamslide:
It will be resized on pouet if your screen is not huge, so the gamma bars will not work. View/download here.
It will be resized on pouet if your screen is not huge, so the gamma bars will not work. View/download here.
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Mebbe trying to exploit chrome png flaw? Failed miserably :D
@Cupe, nice idea indeed.
It makes me sad that in 2016 browsers still don't resize images correctly. What a bunch of incompetents. :(
Noby: love that grain
noby: noice!