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Re: Journeywar

Posted: 22 Dec 2015, 00:21
by PicassoCT
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Shader for particles in the works :


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Re: Journeywar

Posted: 28 Dec 2015, 18:04
by PicassoCT
test
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Re: Journeywar

Posted: 08 Jan 2016, 23:29
by PicassoCT
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Yeah.. the rendering of the gradient ist still not working.

And the particle simulation is not yet distributed vertexwise..

But its going ahead..


Update:

Well i got into trouble.
Here is what i got so far. I render the attractorvertex pre-alpha applying with a test color gradient- outside beeing red, inside beeing green.

This is what it looks like.
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Which is heavily distorted...

Its derived using the altitude of the Point to the corresponding line.

Code: Select all

float posProportionLERP( vec2 pixelPos, vec2 pointA, vec2 pointB) {

	vec2 posIntersect;

	float m_X =	 	(pointA.x -pointB.x);
	float m_Y = 	(pointA.y -pointB.y);

	float m_AB =	m_X/m_Y;
	float m_Intercept =  -1* (m_Y/m_X ); // m_AB; //(m_Y/m_X ); //*-1.0 ;

	//computatet the steigung of the intercept
	//yi = m_Intercept * xi +t_intercept;
	//t_intercept = yi - m_Intercept *xi;
	float t_intercept = pixelPos.y - m_Intercept *pixelPos.x;
	float t_ab = pointA.y - (-1* m_Intercept) * pointA.x;

	//yi = m_Intercept * xi +t_intercept;
	//yab = m_ab * xab +t_ab;

	//we need the intersectionpoint
	 posIntersect.x   	= ( t_intercept - t_ab) /( m_AB -  m_Intercept);
	 posIntersect.y 	= m_Intercept *   (posIntersect.x + t_intercept);
	 

	return abs(distance(pointA, posIntersect)/ distance(pointA,pointB));
	}
And this is what i aim towards:
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Re: Journeywar

Posted: 29 Feb 2016, 21:39
by PicassoCT
Nobody a idea how to interpolate this without distortions?

Re: Journeywar

Posted: 20 Mar 2016, 10:58
by PicassoCT
okay... mmmh ah update.. how did you do those again.. ah yes.

ForrestFires now can be prevented using shields and watertrees
There are zombiehorses, which means all the bodies from the critters can not only be ressourced,
but can in addition be turned into fast zombies.

The artillery now can spark forrestfires..

Citadellshields repell enemys..

Re: Journeywar

Posted: 24 Mar 2016, 23:59
by PicassoCT
Recently talked about combining the sound of a jet and a hawk, for a jet turnaround - and now listen to this:
https://bitbucket.org/PicassoCT/journey ... Around.ogg

Re: Journeywar

Posted: 28 Mar 2016, 01:33
by PicassoCT
But Bambi, why do you have so many eyes?
So i can see everything.
But Bambi, why are you suddenly so manifolded?
So i can b everywhere at once.
But Bambi, why do you have so many thousand mandibles and mouths?
So i can devour everything.
And then bambi ate the huntsmen, the wolf, the three little pigs, the forrest and its mother.
And from the rawmaterial its nano-factorys created a beacon, which created a portalstorm- calling in a new citadell.
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Comebacks- if somebody could tell a tale of them, he wont, cause he has been eaten.

Re: Journeywar

Posted: 20 Apr 2016, 22:50
by PicassoCT
Has every god damn hole in the ground now have to be procedural? Kids this day, they just dont know there limits.
Nota problem of mine ;)

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Spectacularly unspectacular like all WIP

Re: Journeywar

Posted: 17 May 2016, 23:31
by PicassoCT
I have a problem with chili.
All my windows are sized proportional , but the proportions are wrong on first widgetload.
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After a second load - they are - satisfactory.
What is the reason and how to fix?

Re: Journeywar

Posted: 17 May 2016, 23:43
by Silentwings
Link to one of the widgets that does this? Ideally one that is standalone and testable.

Re: Journeywar

Posted: 18 May 2016, 22:32
by PicassoCT
Well, i started out preparing to post it all- code cleanup, formatting-
here are the three offending widgets. All of them use chili.
https://bitbucket.org/PicassoCT/journey ... ew-default
https://bitbucket.org/PicassoCT/journey ... ew-default
https://bitbucket.org/PicassoCT/journey ... ew-default

The ability window is tied to my game regarding functionality, but its only sends messages, so you can use it.
The TacZone Window is similar bound, but useless without the game i work on.


The chili is modified- id contains beans - customized shaped buttons.

Here is the source file:
https://bitbucket.org/PicassoCT/journey ... ew-default

The corresponding draw code can be found in:
https://bitbucket.org/PicassoCT/journey ... ew-default

Re: Journeywar

Posted: 19 May 2016, 11:29
by Forboding Angel
If you have the chili docking widget enabled, try disabling it and see if that changes anything. Docking does some really weird shit in the latest chili versions.

Re: Journeywar

Posted: 19 May 2016, 21:55
by PicassoCT
Forboding Angel wrote:If you have the chili docking widget enabled, try disabling it and see if that changes anything. Docking does some really weird shit in the latest chili versions.
Hand this man the golden chalice of awesomness! Thanks forb. Thats really it.

Re: Journeywar

Posted: 20 May 2016, 22:26
by PicassoCT
_

Re: Journeywar

Posted: 20 May 2016, 22:42
by azaremoth
The strength of the wolf is the pack? Are there "wolf-carriers" in the middle of the crowd? Do de want to know what the buds are?

Re: Journeywar

Posted: 20 May 2016, 22:58
by PicassoCT
a PervRomance test for moderation neutrality when faced with art :D


Yes, they still work like carriers- and they devour the dead.

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Re: Journeywar

Posted: 20 May 2016, 23:47
by Forboding Angel
Chili docking is the bane if my existence sometimes.

Re: Journeywar

Posted: 22 May 2016, 22:11
by PicassoCT
What was it supposed to do?

Also has anyone done a testgame on jw recently? You can pull it via tools->DownloadArchives (Thanks Abma) jw:test

Anybody?

Re: Journeywar

Posted: 24 May 2016, 17:42
by code_man
I totally would if my free disk space wouldnt be 100 mb.

This looks so damn cool, gotta give it to ya.

Re: Journeywar

Posted: 24 May 2016, 20:50
by PicassoCT
Thanks.