Looks good KHRZ. Now I can forgive you for not visiting us in such a long time

.
Meanwhile, working on
https://fifoci.dolphin-emu.org/ . Automated system to generate PNGs from FIFO logs for every new version of Dolphin, and provide a nice UI to see what revisions changed the rendering output + compare with the output from a real Gamecube rendering the FIFO log.
So far only the basics are there: starting a headless Xorg server with DRI support (was a lot harder than expected - using Xorg with the dummy output module seems to work well), running Dolphin in there with the OpenGL backend and "Dump Frames" enabled, running DolphinNoGui on a FIFO log, then using ffmpeg to dump frames from the AVI. Still missing a lot of things: running several instances in parallel on more than one FIFO log, detecting old versions of Dolphin that don't support disabling FIFO replay looping, adding timeouts and crashes detection, working on the visualization UI, ...
@KHRZ, Kickstarter that shit!
(08-20-2013, 08:23 AM)KHRZ Wrote: [ -> ]Finally my first major programming project is coming to an end.
I wrote pretty much everything in this game (physics, collision detecion, controls, AI etc.):
http://www.youtube.com/watch?v=nHcpiy0C6l8
shut up and take my monehhh xD
could you port this game for iphone too?
(08-20-2013, 09:51 AM)Garteal Wrote: [ -> ] (08-20-2013, 09:27 AM)AnyOldName3 Wrote: [ -> ]A) What is this newgrounds website? I went looking for your game and instead found some of everything.
B) I take it the game hasn't been released yet, as I can't find it.
Dear AnyOldName3,
Read the YouTube description.
Dear Garteal,
How can I be expected to realise this is necessary when the video has been embedded here without description?
(08-20-2013, 07:59 PM)Zee530 Wrote: [ -> ]@KHRZ, Kickstarter that shit!
Actually I hoped to release the game very soon, it's very finished mostly (except some guy who is supposed to make graphics). However, there's some performance issues people are having (never noticed on my beast) when the camera is scrolling, and my game was very much designed for the camera to always be able to scroll after you. This is common issue with common solutions, but since so far all the land graphics are just huge polygons being rendered, some are too big for bitmap caching. So I may have to split them or something to optimize. (I only worried about CPU usage and the collision alorithm, which is a small issue compared to flash graphics performance)
Just because you were going to do it anyways doesn't mean you can't cash in on stupid people anyways.
Had a lot of FifoCI progress tonight:
https://github.com/dolphin-emu/fifoci
Can now process more than one fifo log per Dolphin revision, stores all results in a database, deduplicates frames. Now it needs automatic diff with the parent revision frames and a nice UI to show results.
I don't speak python, but due to it being the language of choice for blender scripts, I need it. How would I make something that I could use exactly like a 3D float array in Java/C/any normal language?
I decided to set myself a challenge of rendering electron orbitals, but with volumetric rendering instead of using isosurfaces, which aren't as good for this purpose. I can go into a long-winded explanation as to how I'm doing this, but won't do so until asked, as it makes my simple question seem complicated.