Random "work in progress" shots
category: general [glöplog]
also "finalize" operator. for that extra 10%! :D
smash: Nothing extraordinary - it just speciifies a set of rendertargets and lets all its inputs render one after each other. For combining things and "linking" and stuff. :)
kb_: easy, they skewed boxfilters overlap.
(btw, I didn't mean to claim to have *invented* the trick, only to have been using it for a long time)
kusma: I know that; the problem is that as soon as I omit the 0th sample from the other box filters the brightness goes down in the sharp places :/
kb, kusma: is there any way to solve leaking with a separable blur like that? surely it's always going to have artefacts..?
smash: IMO not really. It's getting a bit better by doing scatter simulation (aka always blur with the full width and decide if the target pixel lies within the samples' COC instead) but that technically makes the blur non-separable, hence NEW halos *sigh* :)
kb: yeah, getting it right is a bit fiddly.
smash: not to my knowledge, which is why I've implemented Sousa13 instead these days.
smash: not to my knowledge, which is why I've implemented Sousa13 instead these days.
*Wub* *wub* automation work-in-progress.
noby: Sounds amazing! :) Nice chilled atmosphere you've got going.
that interface has become so alien to me, when I see it in renoise..
noby: i want more!
noby: nice!!
freezedream, cherri, sigflup: In due time you will! Hopefully some time during the spring...
Well. i have seen that Super Bread Box has been released .... yesterday ( europe time ) ... so i guess it does not hurt to show the progress images of "Mega Crate Box" ... An enhaced port of SCB that would have to have used Project MD's Engine ( as it's open source ) ... And yet, things happened with my coder and shit got f***ed up.
( Early Sprite Comparision Chart )
( More Complete Sprite Sheet Conversion SMS Sonic was used for size reference )
( Alpha v0.01's Splash Screen [a sprite viewer that not even i, or even Trox, the coder, seem to have]
( The training course )
( Early Rendition of the First Stage. Ground tiles were placeholder. And the BG mostly too. )
( BG With some Placeholder Enemies. For Size Testing )
( Early Sprite Comparision Chart )
( More Complete Sprite Sheet Conversion SMS Sonic was used for size reference )
( Alpha v0.01's Splash Screen [a sprite viewer that not even i, or even Trox, the coder, seem to have]
( The training course )
( Early Rendition of the First Stage. Ground tiles were placeholder. And the BG mostly too. )
( BG With some Placeholder Enemies. For Size Testing )
just to take the piss out of the internet and all the crappy OS's
Graphics and code not yet optimised - just the visual copy
Graphics and code not yet optimised - just the visual copy
mudlord: Nice 3D wireframe. I look forward to where this is heading. :)
I need to add texture coordinate generation.
I had luck with per vertex lighting, but it still seems a bit off to me. I need per pixel, at least.
I had luck with per vertex lighting, but it still seems a bit off to me. I need per pixel, at least.
ZanaGB: Damn, what a shame! Looks lovely.
mudlord, just add antialias and some postprocessesses, then explode to individual polygons and grow objects again from them.. -from the "just a thought" department of my brain =)
looks nice
looks nice
Legend good idea. I think we should make a demo about it to make the idea more clear and visible ;)
And Mudlord, drop adding the texcoords as u will simultaneously get the level of design drop to bottom in case putting too much there. Of cos having texcoords in other places/meshes can be good idea, and a good feature option to have in general. Have you considered doing the wireframe stuff with deferred texturing?
And Mudlord, drop adding the texcoords as u will simultaneously get the level of design drop to bottom in case putting too much there. Of cos having texcoords in other places/meshes can be good idea, and a good feature option to have in general. Have you considered doing the wireframe stuff with deferred texturing?