Random "work in progress" shots
category: general [glöplog]
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"datas" ? ... you're not turning french, are you :D
Well the code _does_ seem kinda bloated...
i read "datas" everyday and i really have to concentrate not to puke over my keyboard...
wait, you mean the "data s2"?
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"datas" ? ... you're not turning french, are you :D
Should be data_s2 actually.
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Well the code _does_ seem kinda bloated...
There's not much code at all in the picture. Reason it is so large though is simple: it was never intended to be in a bootblock. But that's all part of the fun.
I thought Data's brother was Lore .. so there are only one Data, not Datas
And the code isn't bloated btw, it's optimised for speed. I'm turning it into some slow but short crap now. :D
Oh come on, some define data does not equal bloated :)
Meanwhile I need to convince myself to release less crapmo next year and concentrate on few good big demoez. But too hard. I've done this for years. but I dream.
My new landscape engine?
No wait..
it was just a piece of carrot under a microscope :)
it was just a piece of carrot under a microscope :)
Buanderie: I wanna see this demo!
BYTES LEFT TO KILL: 3950
\o/ Slowly getting there \o/
\o/ Slowly getting there \o/
Still jpeg-glitching my cube :/ Also, pineapple.
Buanderie: I like the effect a lot like that :)
Buanderie: Great window naming
Toying around with a user.js
Statistics! I love statistics!
It better be < 256 bytes!
on a more serious note, since, this is something my droid simply can't do. many of the members handle millions of particles in pretty cool ways , there's all kinda more/less physics related formulas. but i'd like to experiment with some very basic boolean logics only. if i had enough particles to fill a cube , i'm quite sure it wasn't too much of a problem to create volume texture for this purpose. but this darn device cannot update that texture in realtime either.... damit.
Getting there... But I'm looking for a faster jpeg encoder/decoder, 10fps won't cut it :/
I wonder if it's possible to do some of the JPEG compression steps in a shader? Colour-space conversion is a no-brainer... NV have a DCT GPU sample.
Do you even need full JPEG encode/decode? Or just enough to give you JPEG-like artifacts when you mess with the encoded data?
Do you even need full JPEG encode/decode? Or just enough to give you JPEG-like artifacts when you mess with the encoded data?
Closest thing I found to "shader-based" jpeg is this: http://sourceforge.net/projects/gpujpeg/
Although it's CUDA based, I don't mind, I will give it a try. Also TurboJPEG, yes :)
Well, the idea was to get glitching artifact... So I started with JPEG because I had seen nice glitched jpeg images and thought they were cool, but anything that could give the same feel to it would be ok, I guess... Also you can mess a lot with JPEG data without corrupting the decoding process, as long as you don't touch the header...
I'll check other options tonight, after I get back home.
Although it's CUDA based, I don't mind, I will give it a try. Also TurboJPEG, yes :)
Well, the idea was to get glitching artifact... So I started with JPEG because I had seen nice glitched jpeg images and thought they were cool, but anything that could give the same feel to it would be ok, I guess... Also you can mess a lot with JPEG data without corrupting the decoding process, as long as you don't touch the header...
I'll check other options tonight, after I get back home.
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I do! As I said earlier, I wanna see it - and ATI has no CUDA :)Although it's CUDA based, I don't mind,