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Messages - ben_g

#46
Consoles / Re: Unnamed 3DS homebrew
May 24, 2016, 03:13:19 AM
That too. Especially in open-world games, distant objects are loaded with less details and everything has lower resolution textures. The lower detail of distance objects increases rendering performance, and the lower resolution textures take up less memory.

Decreasing the resolution of textures only decreases the memory requirements if no object close to the player needs a higher resolution version of the same texture though, since then you even need to keep 2 instances of the same texture in memory.
#47
I've changed the .tk into .be in the first post. I currently don't have time to check all pages for invalid links because of thesis and stuff, but feel free to let me know if something still needs to be updated.
#48
Quote from: DJ Omnimaga on May 03, 2016, 07:11:49 PM
By the way, will Platformer v2 require a Facebook account?
We try to keep our games as accessible as possible, so any singleplayer games will not require any account, not even a Velocity Games account. Features for which an account is needed because it makes moderating easier will always be based on the Velocity Games account system, possibly with support for other account systems embedded in it (similar to how you can use the community system of the other platformer with a gamejolt account). Facebook is meant as an addition to the account system, so you can use your facebook account for those things and don't have to create a Velocity Games account.

Quote from: DJ Omnimaga on May 03, 2016, 07:11:49 PM
And if you're a knight like in the sprites you showed before then maybe you could make the player get the sword before he can kill enemies that block the way?
That is actually the planned start of Valhalla (and it's even coded in the game like that, the combat demo uses a quick 'hack' to spawn the player with a sword). Idk what Jokeriske wants to do with this game though, but it may be cool if starting with no weapons would become a common theme in most of our projects.
#49
Gaming / Re: Runescape 3
April 29, 2016, 02:25:59 PM
From the Runescape Wiki:
Quote from: Mod Philip
HTML5 is available to play now - we are unlikely to make any significant changes to it in the future, as the underlying technology is not really fast enough for our player base to have a good experience in it. It is still supported though, and is being used as a basis for some work on other client technology which should turn out a lot better (but we are not sure when it will be ready yet).
So it looks like they basically stopped developping that client and are purely working on the C++ client now (since Runescape does almost everything server-side, clients are rarely updated once they are completed and can keep working without updates for a long time)(which I learned from programming parts of a cracked Runescape private server)
#50
Gaming / Re: Runescape 3
April 29, 2016, 09:19:48 AM
They used to be working on an HTML5 javascript-based client, but it never got out of beta.
#51
Drawing & Animation / Re: Autodesk 123D and 3D Art
April 22, 2016, 06:35:00 AM
Image processing software currently doesn't even come close to what the human brain can in terms of possibilities and quality, so generally if something like that is hard to do for you, it's nearly impossible to get a computer to do it.
#52
Drawing & Animation / Re: Autodesk 123D and 3D Art
April 22, 2016, 02:20:26 AM
Since 123D Catch is meant for creating 3D models from real-world objects, I really doubt that you could ever get it to work with hand-made sprites, especially since the result usually isn't that great already for real objects that (obviously) are entirely correct when it comes to shading and perspective.
#53
Quote from: DJ Omnimaga on April 19, 2016, 06:51:52 AM
Quote from: catastropher on April 19, 2016, 04:34:21 AM
Quote from: Vogtinator on April 19, 2016, 04:24:58 AM
That looks great! Now add shadows and ambient occlusion to make it look even better :P
haha While I can't do either of those things, I have figured out a way to do gouraud shading with textures at a very low cost... hopefully I'll add that in once I get it fast enough! :D
On an unrelated note: Do you think the engine would run much faster if it was used only to render a flat surface made of various textures? If that's the case with a large enough map, then could the engine be used as some sort of fake mode-7 graphics for an F-Zero or Mario Kart clone?
I think using actual mode 7 for that would be faster and better.
#54
Quote from: DJ Omnimaga on April 18, 2016, 04:28:09 PM
Ah ok. My main worry was that most Facebook games will spam invites to all my friends as soon as I start playing without my consent.
Feel free to not use the facebook version if you don't trust it, but if we ever implement a system that can post messages on the accounts of users, it will only do that if the user explicitely asked for it. The platformer on the website will still remain the main focus (and I'll probably even alter the facebook version some time to make it use the same javascript as the version on our website), so you can just keep playing that version. The gamejolt version just iframes the platformer on our website, so it will keep being updated as well.

No functionality of that kind is currently planned though, and the platformer currently doens't even recieve permission to use that part of the API.
#55
Quote from: DJ Omnimaga on April 18, 2016, 04:12:13 PM
I didn't try the facebook version, because of this:
QuoteVelocitygames Platformer will receive the following informations : your public profile, your friend list and your e-mail.
Those are the standard facebook app permissions. I'll change them as soon as I find out how. Currently, the plans are to let facebook users choose a nickname when they first open the game and give them a default avatar, but we may also use their profile pic as avatar and their first name as nickname. We don't need the friend list and email adress at all, and we also don't store any information about it on our server (though eventually, if we'd decide to use the name and profile picture from facebook, names and URLs to profile pictures may get cached on the server to decrease API calls and to make everything load faster, which currently already happens with gamejolt accounts).
#56
So the facebook version does not have that problem? That's weird, since apart from the code that calculates the size of the canvas and the code that shows the community/level editor buttons, the code is exactly the same.
#57
Since all arrow keys are handled in the same way, I have no idea what could cause that. Does it act the same in other browsers on your conputer? Regardless, I'll look into it when I have time.
#58
PC, Mac & Vintage Computers / Re: OpenGL ray tracer
April 17, 2016, 03:07:13 AM
Quote from: Cumred_Snektron on April 15, 2016, 10:19:23 AM
Have you tried to run it from the commandline?

java -jar RayTracer.jar

When just running it from the command prompt:
error log

Unimplemented element: s
Size:
        Shapes (4179): 200592.0 bytes
        Triangles (2090): 66880.0 bytes
        Vertices (1017): 16272.0 bytes
        Total: 283744.0 bytes
Max depth: 13
java.lang.IllegalStateException: This functionality is not available.
        at org.lwjgl.system.Checks.checkFunctionality(Checks.java:57)
        at org.lwjgl.opengl.GL44.getInstance(GL44.java:137)
        at org.lwjgl.opengl.GL44.getInstance(GL44.java:132)
        at org.lwjgl.opengl.GL44.nglBindBuffersBase(GL44.java:363)
        at org.lwjgl.opengl.GL44.glBindBuffersBase(GL44.java:397)
        at net.quantuminfinity.engine.gl.shader.compute.ShaderStorageBuffer.bind(ShaderStorageBuffer.java:38)
        at net.quantuminfinity.bvh.CSTracer.render(CSTracer.java:54)
        at net.quantuminfinity.bvh.BVH.onRender(BVH.java:71)
        at net.quantuminfinity.engine.Engine.render(Engine.java:127)
        at net.quantuminfinity.engine.Engine.loop(Engine.java:90)
        at net.quantuminfinity.engine.Engine.start(Engine.java:65)
        at net.quantuminfinity.bvh.BVH.main(BVH.java:87)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)

But it works when I run the command prompt with the dedicated GPU and then start it from there.
#59
PC, Mac & Vintage Computers / Re: OpenGL ray tracer
April 15, 2016, 09:18:12 AM
It just opens a window and closes it again, without any error message.

Also this is a laptop, so the on-board and dedicated GPU are in an 'optimus' configuration, and the on-board GPU always renders the desktop and non graphically-heavy programs, while programs that it recougnizes as needing extra GPU power should use the dedicated GPU instead, though this detection doesn't work well most of the time.
#60
PC, Mac & Vintage Computers / Re: OpenGL ray tracer
April 15, 2016, 04:07:32 AM
Quote from: Cumred_Snektron on April 13, 2016, 08:49:18 AM
It works by having all triangles stored in a bounded volume hierarchy, so only a part of the mesh needs to be tested against
rays, instead of every triangle.
So is it doing the kind of ray tracing that most engines use for collision and hit detection for every pixel to render the model?
Since it probably does almost all calculations per-pixel, does that mean that it can render insanely high-poly models with barely any slowdown?

It's a cool project, though it unfortunately doesn't seem to run on my laptop (since the 'run with powerfull graphics processor' option doesn't appear on .jar files, it's probably running on the on-board GPU, which is probably the cause).
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