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Thanks for all the help guys, I updated the itch.io page with new downloads. I think I fixed the spike problem but some people are still having other weird bugs. The problem with the terrain not lining up perfectly is known and not really a problem I'm looking for right now...
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[QUOTE=r0b0tsquid;50962552][t]http://i.imgur.com/mkEX0gK.png[/t] Windows 10 GTX 1060 [editline]28th August 2016[/editline] Are you certain this is a graphics issue?[/QUOTE] Most of the code is in the form of a shader, and it works on my machine but not other's. I ...
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Thanks guys, I now know it's probably not a windows problem. I'll bump again when I think I've got a solution.
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So yeah I made this simulation, it would be awesome if you could test it out and see if there are any horrible bugs. [IMG]https://img.itch.io/aW1hZ2UvODE0NDUvMzgzNTM2LnBuZw==/original/EUtgNN.png[/IMG] Thank you! <3 [URL="https://polkm.itch.io/terra-craft?secret=tdDuCOOtP2U...
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Please help me test my planet sim (Windows, Mac, and Linux)
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[QUOTE=Ott;50942987]Is there depth to that texture? I saw the planet is lumpy but does each color affect the height?[/QUOTE] There is an underlying mesh that gets deformed based on multiple texture samples like terrain, water, lava etc.
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plants yo! [quote][vid]https://zippy.gfycat.com/LiquidSomeGermanwirehairedpointer.webm[/vid][/quote] how to make small [vid]? [QUOTE=Icedshot;50942340]-cool as shi-[/QUOTE] Also this is one of the coolest projects on waywo imo. VR is cool and all but it's only as good as th...
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volcanoes! [vid]https://fat.gfycat.com/CleverComfortableHornbill.webm[/vid]
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More work on my realtime erosion simulator [vid]https://fat.gfycat.com/PoshLikableIndianpalmsquirrel.webm[/vid] And still messing with the fire effect, not sure if I'm making it better or worse at this point [vid]https://zippy.gfycat.com/UnsightlyConsciousBarbet.webm[/vid]
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Simple simulation of the water cycle and diffusion. I want to add erosion to this soon. In this video I'm increasing and decreasing the rainfall. [vid]https://zippy.gfycat.com/ImpishAlarmedAtlanticspadefish.webm[/vid]
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A basic marching cubes node for the editor. [vid]https://zippy.gfycat.com/InfamousNeatAvians.webm[/vid] now to make it multithreaded :hammered:
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[QUOTE=Fourier;50838953]When do you plan to release this? Looks promising[/QUOTE] I don't have any solid plans right now, but WAYWO will be the first to know when I do a beta release or something.
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Got 3D polar mapping kinda working, but I gota add more paramters to the shapes. [vid]https://zippy.gfycat.com/ExcitableIllfatedDuckling.webm[/vid]
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Speaking of state machines except not anything at all like state machines. I got all the combinations of types and maths to work out. Something I should have done since day one but it wasn't fun to program so I put it off until it was maximumly painful to do. [IMG]http://i.im...
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10/10 thanks boys
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I've made some decent progress with my node based mesh editor thing. Anyone have ideas for names? Been calling it "Mesh Forge" but that's kinda tacky tbh. [vid]https://zippy.gfycat.com/AlarmedUnpleasantBilby.webm[/vid] [vid]https://zippy.gfycat.com/PeacefulMeagerDutchsheph...
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some more progress, not sure about this setup but it works [vid]https://zippy.gfycat.com/SlimyAlarmedCheetah.webm[/vid] [editline].[/editline] also super important: [t]http://i.imgur.com/RgXV7IG.png[/t] Agree = A, Disagree = B
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[QUOTE=Sidneys1;50798654]Ya but can it do triangles?[/QUOTE] All the nodes so far operate on the vertex attributes including the triangle definitions. The end goal is to have a system where you can "program" a template for procedural meshes to be generated from (runtime or...
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a node base mesh editor [vid]https://zippy.gfycat.com/MisguidedOnlyIntermediateegret.webm[/vid]
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[QUOTE=Berkin;50776245]I assume this is raymarching or something similar. If so, is it possible to adjust the solver quality so that higher-end graphics hardware can render even cooler-looking explosions? That'd be sick.[/QUOTE] Yeah it's just a matter of increasing the ma...
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basic explosion shapes and colors, I know I doesn't expand right yet [vid]https://zippy.gfycat.com/ReasonableSnivelingBeardedcollie.webm[/vid]
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as a silly weekend project I tried to fit as much crap as I could into one page on shadertoy [URL="https://www.shadertoy.com/view/Xtt3D4"]linky[/URL]
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Ok I think that's enough optimization for one night ay boys?! [vid]https://fat.gfycat.com/WaterloggedFrigidCony.webm[/vid] [editline].[/editline] video is lag at end, look at fps
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arbitrary meshes :D although it doesn't look great on concave ones, but it's decent [vid]https://zippy.gfycat.com/HoarseMisguidedCuckoo.webm[/vid]
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So I made a new version that only does 5 samples at most on each pixel, and uses a vertex shader for the low frequncy noise. [vid]https://zippy.gfycat.com/MarvelousCapitalBull.webm[/vid] I can put up like 30 of these bad larrys no prob
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[QUOTE=Wave160;50721657]I've implemented rotating spikes in my platformer game.[/QUOTE] I think you could make them go faster without being too hard. Also, the game looks silky smooth.
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[QUOTE=bunguer;50711804]Wicked cool stuff! You mentioned ray traced stuff, you mean as in volumetric shaders?[/QUOTE] Thanks and yeah! [URL="https://www.shadertoy.com/"]shadertoy[/URL] is packed to the brim with examples where you can see how they work, if you're intere...
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Billion times faster if you just use look up textures instead of hashing the noise yourself. Fast enough for me to be able to deform the noise with a second layer of noise. [vid]https://zippy.gfycat.com/WeepyHilariousFritillarybutterfly.webm[/vid]
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[QUOTE=zeaga;50699664]That's absolutely amazing! I'd love to see a whole scene with a visual style like this.[/QUOTE] Thanks, me too. I guess I'm slowly working towards that. [QUOTE=zeaga;50699664]What did you do this for, if you don't mind my asking?[/QUOTE] Glory and i...
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[QUOTE=Berkin;50699168]What's the performance like? Is the effect easily scalable to something like a building?[/QUOTE] So I've been thinking a lot about this. You could theoretically make the fire any shape or size and the performance would be similar, it's more about the...
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unity ray traced fire stufff [img]http://i.imgur.com/8uaMKYw.gif[/img]
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So I made a leaf shader and turned off back face culling, but now shadows show through. What did I do wrong? how to fix? [img]http://i.imgur.com/tt3LIjv.png[/img] It only happens on the back faces.
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Hey guys, I made a super simple neural network library in pure Lua for my game and I thought I'd make it a nice little separate project too. I put it up on [URL="https://github.com/Polkm/learn"]github here[/URL]. It's not meant to be fast, just simple and portable. It's good f...
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Working on that weird game for now [video=youtube;T4IdsV7I3Kk]http://www.youtube.com/watch?v=T4IdsV7I3Kk[/video]
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[QUOTE=Falcqn;50042767]Stick a hose on it instead of a gun, make it target hot things and make an automatic fire extinguishing turret! It would work pretty much the same but be safe (tm). (Note: Safety not guaranteed)[/QUOTE] *fire saftey bot sprays your computer*
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[QUOTE=Occlusion;49901819]Congrats! Wish my compsci degree had even covered any of this at any detail. How's the asteroid belt generated?[/QUOTE] Thanks, I based my astroids off the 3d noise [URL="https://www.shadertoy.com/view/4sfGzS"]here[/URL]. I learned some ray trac...
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I might be going to grad school because my professor likes my stuff, so that's exciting. It's kinda happening all of a sudden too which makes it seem more dream like and unbelievable. Dr. Polkm has a ring to it yeah? :v: Bonus gif: [IMG]http://i.imgur.com/gPvzXv9.gif[/IMG]
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[QUOTE=fewes;49887219]I added normal/specular mapping to my lighting pipeline: Compared to lighting a few months back: [/QUOTE] Those barrels look sooo much better, night and day really.
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finally had time to program things I care about :D [img]http://i.imgur.com/ldf3vFL.gif[/img] [img]http://i.imgur.com/xzANq5M.gif[/img]
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The cool thing about ray tracing is that implicit animated shapes are strait forward to make. For example [img]http://i.imgur.com/QflFAy0.gif[/img]
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thin lenses [img]http://i.imgur.com/YZhuUyC.gif[/img]
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some cheap and dirty dof [IMG]http://i.imgur.com/cI02dNy.gif[/IMG]
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I like how easy refraction is in glsl [img]http://i.imgur.com/FgW1tjH.gif[/img]
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[QUOTE=Map in a box;49769906]love2d is pretty inefficient for what polkm is doing, but that doesn't mean they should abandon LuaJIT; you can roll your own stuff as I have in my engine in raw luajit[/QUOTE] To be fair I only use love for loading textures and shaders and pas...
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[QUOTE=mojangsta;49769469]Has anyone made anything computationally demanding in LÖVE? I started writing an isometric demo but ended up switching to [URL="http://store.steampowered.com/app/325180/"]AGK[/URL] because the performance was so bad. It was giving 10-20 fps drawing 40...
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low res raytracing cus twitter loves dem pixels :v: [IMG]http://i.imgur.com/9KGEVGX.gif[/IMG] [editline].[/editline] sorry for fat gif
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making random maps using a dumb version of adnzzzz's technique [t]http://i.imgur.com/3KK93Z2.jpg[/t]
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Douglas-Peucker creates the dankest simplification of polygons [t]http://i.imgur.com/eYdkeFh.png[/t]
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Working on walking animations and arms anad stuff [img]http://i.imgur.com/KoOOj96.gif[/img]
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[QUOTE=Conna;49711089]Gorgeous, but physics how?[/QUOTE] [QUOTE=Bambo.;49711340]Box2d I think? (probably not though)[/QUOTE] Default love2d physics. The physics is happening in 2d space then I transform the points into isometric space for rendering debug lines.
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[QUOTE=Pat.Lithium;49702680]that is fucking gorgeous, is there somewhere i can learn how to do this stuff?[/QUOTE] I haven't written anything myself but wha't I'm doing is pretty common in 3d graphics. Looking up things like "normal map lighting" is a good place to start. To...
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Trying to see if I can raytrace the shadows to make them more 3d corrected, but it's kinda expensive and probably can't afford too many lights. [img]http://i.imgur.com/v6WIZrN.gif[/img]
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I fixed the lighting, I did infact mistakenly swap the x and y of the light position. I also added basic texturing but it looks bad at some angle and I'm not sure how to fix that. [img]http://i.imgur.com/sP1aJbw.gif[/img]
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[QUOTE=deyoppe;49696846]Seems like the lighting calculation does not keep track of rotation changes. If you keep an eye on this block [IMG]https://i.imgur.com/TsMxBCX.png[/IMG] It looks like the lighting is fine until it's moved. After that, the lighting seems to be calculated...
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Figuring out the physics part of the game now, also made a shader for rendering these voxel boxes I think I'll have to do the same for the swords soon. Also the lighting is broken right now and idk whyyy [img]http://i.imgur.com/r4rgtCD.gif[/img]
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[QUOTE=Downsider;49687247]sexy af whatcha makin[/QUOTE] A dungeon crawler kinda game, not sure on the specifics
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[QUOTE=GGG KILLER;49685963]The effect is nice, and depends on how many times you have to generate them, if it was only once then I'd say go for it.[/QUOTE] Yeah it's only a one time payment
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So I added normals to the swords but it doubles the time it takes to generate them. Is this effect worh it? [IMG]http://i.imgur.com/Is6C2m6.gif[/IMG]
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[QUOTE=WTF Nuke;49684783]This is such a neat idea. I think I'll steal it.[/QUOTE] Steal it, it's all yours my friend :v:
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added fake 3d to the swords by using voxels, now they can spin :science101: [IMG]http://i.imgur.com/RFALZ05.gif[/IMG] [editline].[/editline] a slower close up [IMG]http://i.imgur.com/YvIMh0A.gif[/IMG]
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making a random sword generator, pretty fun to add new variations [img]http://i.imgur.com/KzPaKcg.png[/img]
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[QUOTE=WrathOfCat;49647498]Sorry if you've already posted it here but what is this going to end up being? looks really great so far.[/QUOTE] Some kinda 2d demon souls with goofy physics based combat and random dungeons [editline].[/editline] Trying out rotating the camera...
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Managed to add depth to the walls using a very hacky method. I feel like I need to clean all the code before I write anything more or else I'll never be able to untangle it later. Shadows are going to require like 4 more shaders being aded to the pipline so I need to do that f...
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[QUOTE=Asgard;49645102]Nice! Is the shape hand-made?[/QUOTE] For this example yes, I use a mask image, but it can handle arbitrary shapes. [t]http://i.imgur.com/WsJweqA.png[/t] I just have to define where the floor is and isn't and the algos do the rest. [QUOTE=srobins;49...
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[QUOTE=Asgard;49644925]So do you generate a 2D map with heights and then draw it in this style?[/QUOTE] Yes, I exaggerated it here so you can see [t]http://i.imgur.com/SWNGZDv.png[/t]
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quick and dirty ambient occlusion just because I can, I'm not so sure about those wall lines though [t]http://i.imgur.com/GDcXiUU.png[/t] [editline].[/editline] [QUOTE=Asgard;49644716]How do you calculate those normals for a 2D environment?[/QUOTE] I can because it's not ...
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my normals didn't have negative values, I feel like a dip but I'm suprised it still worked that well. [t]http://i.imgur.com/ZZnsphj.png[/t] corrected
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normals generated with a 5x5x5 kernel [t]http://i.imgur.com/sQVrYF8.png[/t] pixel art lighting [img]http://i.imgur.com/2zsRLpl.gif[/img] going to reimplementing shadows soon
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Iso pixelart shader thing. Scales so nicely [IMG]http://i.imgur.com/ZLlczBC.gif[/IMG] And here is the technique in action but with other stuff [url]https://www.shadertoy.com/view/ld33DX[/url]
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horse thing [img]http://i.imgur.com/WAm9IA9.gif[/img]
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[QUOTE=crazymonkay;49605485]Hey guys, So after 4 months of work, I have finally submitted my first game on Greenlight: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=608460285"]http://steamcommunity.com/sharedfiles/filedetails/?id=608460285[/URL] I know i...
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[QUOTE=WTF Nuke;49598122]auto is one of the best things to happen to C++ and if you don't like it you can tell that to my boost::bimap<int, std::string>::const_iterator.[/QUOTE] Not to mention it gives you the ability to more easily change the types of functions and stuff ...
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[QUOTE=DoctorSalt;49585511]^Could you briefly describe how that works on a high level please?[/QUOTE] At the top level the shader is recursive in that the last frame is fed into the next. All empty pixels check above them to see if they need to change into a sand pixel. Eac...
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OK I ported it to shadertoy, find iritating cause I lost progress like three times because I thought it saved when it didn't, but yeah. It's slower on shadertoy because I can't think of a good way to force multiple pases every frame like in love. [url]https://www.shadertoy....
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I made an extremely simple falling sand shader, I'm learning you need to use a lot of ifs and gpus don't like ifs. [IMG]http://i.imgur.com/981p9pm.gif[/IMG] Should I github this shi?
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trying to simulate tissue growth [img]http://i.imgur.com/9JCJayS.gif[/img]
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I'm making a 3d gpu volume cellular thing. This is conway with 5766 rules [IMG]http://i.imgur.com/1X40iZP.gif[/IMG] [editline].[/editline] The ugly love 2d code -> [url]https://github.com/Polkm/shader-brain[/url]
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[QUOTE=DrDevil;49499812]You can now store data in shaders apparently: [url]https://www.shadertoy.com/view/MddGzf[/url][/QUOTE] Inigo Quilez is constantly my favorite programmer of all time btw
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[QUOTE=DrDevil;49495905]-things I don't understand-[/QUOTE] what?
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made the animation direction aware, though it still looks kinda ridgid [t]http://i.imgur.com/y8ag4yc.gif[/t] [editline].[/editline] agree if you like sharp knees better than wiggle knees [t]http://i.imgur.com/fifTQfK.png[/t]
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[QUOTE=Berkin;49493680]Reminded me of: [t]http://i.imgur.com/jHIBRaJ.jpg[/t][/QUOTE] That's exactly the style I am going for. Katamari explorer with 100% more proc gen
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Wiggle walks [t]http://i.imgur.com/pTM4V7i.jpg[/t]
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[QUOTE=AntonioR;49486558]Hey, what happened to that dungeon game of yours ?[/QUOTE] It's still a thing I just have like no passion for it right now, I'll work on it again when I can get hyped. Also the music guy stop making music for it so I need to find a new music guy. ...
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[QUOTE=Asgard;49486374]There's a very clear transition between the first and second LOD[/QUOTE] wait is first and second the closest or furthest? I just do segments * zoom
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Making my wiggles infinite and scalable with LODs [t]http://i.imgur.com/SowcHB3.gif[/t]
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I miss posting here, you guys are great [t]http://i.imgur.com/8dXAEaD.gif[/t] Have some wiggles on me
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superformula stuffs [t]http://i.imgur.com/bjMmeEq.gif[/t]
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[QUOTE=Berkin;48770467]I ported most of the text-to-color engine to JavaScript and made a little web interface for it. [URL="http://berkin.me/colors"]Try it here![/URL] If you have any suggestions for modifiers, I'll add them :)[/QUOTE] This is super fun! It would be ...
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A nice looking background for the squirmles [t]http://s21.postimg.org/fzns48kk5/origins.png[/t]
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my weird growy things are moving themselves now [IMG]http://i.imgur.com/QsnshDj.gif[/IMG] how to make this into fun game? for anyone who wants to, heres a download [URL="https://www.dropbox.com/s/8ayvv12r8k2nywo/pickle_linux.zip?dl=0"]linux[/URL] [URL="https://www.dropbox.c...
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structure is showing promise [IMG]http://i.imgur.com/GItcmpS.gif[/IMG]
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now with multithreads [img]http://i.imgur.com/undONIA.gif[/img]
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auto cells, nothing special, but neat [img]http://i.imgur.com/DWHpEJM.gif[/img] [img]http://i.imgur.com/FokknOA.gif[/img]
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[IMG]http://i.imgur.com/1WRnyJC.gif[/IMG] I worked too hard on this
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[QUOTE=jalb;48582846]This completely defeats the purpose of git. You will have occasional, usually meaningless commits. Sure you can "roll back" but only in-between actual meaningful intervals. Also I wouldn't use the excuse "i'm the only dev working on this" because that m...
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[QUOTE=Socram;48582701]If you save like I save I'd be averaging like 50+ commits per hour, and each commit would be obnoxiously small changes to individual files and would ultimately defeat the benefit of commits. I'm all about "commit small, commit often" but this would be o...
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Is it possible to set up git to add, commit, and push automatically when a file is changed? As a developer working by himself I think this would be nice
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I liked adnzzzzZ thing soooooo I made a very similar thing with the physics and the procgen [t]http://i.imgur.com/YsAuvHG.png[/t]
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[QUOTE=JohanGS;48562271]How many FPS do you get out the game atm, polkm?[/QUOTE] In a room filled with things, around 90 FPS on my integrated graphics. It rocks 150-180 when it's kinda empty rooms (entities are not well optimized yet) [QUOTE=Perl;48562294][img]http://u....
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OK now I'm depth testing the light against the walls (and grass/trees if they are tall enough) [t]http://i.imgur.com/EhM3x3Z.png[/t]
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