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Random "work in progress" shots

category: general [glöplog]
The easter egg is finished and now I focus on the app itself. It allow to do some simple drawing on a white paper or an imported image.

The UI sucks, especially the "pencil" popup. Feel free to contribute with app icon or general assets if you want. I plane to do a bottom sheet containing the drawing options for the v2.0 (so, not right now) so the toolbar will be almost free of icons.

You can download the app here:
https://play.google.com/store/apps/details?id=com.notnotme.sketchup

The source code is here:
https://github.com/notnotme/SketchUp

The easter egg is very simple, it look like this (no big change since last time in the end).
Pure GLES 2.0 (using java) and muxm mod player (also in java).

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added on the 2018-02-01 16:17:53 by Romain337 Romain337
@Romain337: Plus the screwing things up clown I have to live with, I was tired up. Two days before one of my parents passt away... (pls no condolence bs now), so the spontaneous midnight to morning coding was pretty usefull to flood and earth myself. However, I like your retro scanline effects!

Another nonvisual post-filler draft for maybe landscaping: link
added on the 2018-02-01 18:05:19 by aqu aqu
Kind of a demo work offshoot. I was researching options for an external GPU and wanted to know some actual performance figures for various GPUs for the kind of stuff I'm doing, so I made a simple path tracing benchmark tool.

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It runs at a fixed resolution, and slowly increases the number of rays per pixel until it's averaging 30fps, then reports how many rays per second it's doing (5 billion on a 1080TI :)

Available here, requires MacOS (probably 10.13, possibly runs on 10.12) and a Metal capable GPU.
added on the 2018-02-02 10:04:45 by psonice psonice
I've made this one picture during the making of the Monoamine demo:

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added on the 2018-02-09 00:48:53 by mi-ku mi-ku
Some stages of my 256B from/for Demobit 2018:

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1) Early prototype (around 2017-11 IIRC), static image, using integer math only, actually only `inc` and `add` (5 instructions per pixel), no multiplication needed for those squares of x and y... :) (117B without any optimization):

2) roughly after two weeks of work (2018-01-02), the intro has already final palette, heart formula is now parametrized (ready for animation, some heart-beat and rotation already added) and calculated by FPU, but it is still 320x200, and without aspect ratio correction. Also the first version of "matrix heart rain" was prototyped.

3) researching different options how to fill up to 256B, this time trying to draw letter "K" on the heart (2018-01-07). Still 320x200.

Then over next 7 days (2018-01-14) the SVGA 1024x768 version was written, added the matrix rain intro (intro of intro) again, and ended with 260B intro. After some testing, and artistic input from friends, I managed to improve the animation dynamics a bit more, and had 264B intro... that's like 64B, just 200B more, so it can still enter 256, right? Nope.

After another almost week (2018-01-20) I finally got it back down to 256, and fixed all bugs from testing + added some options to tune dynamics on party depending on the compo machine speed, produced ~4GB of TGA images for video and packaged it to release. And this is how the final result looks:

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added on the 2018-02-09 19:34:43 by Ped Ped
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Making visuals for 507 (212) in 320x180 preview window running at ~10fps on GPD Pocket.
added on the 2018-02-10 20:19:44 by provod provod

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The image links to an unedited progress/build log video of paddock.
added on the 2018-02-18 18:29:18 by bruce bruce
that motion artefacty effect is really nice, you show its potential even better in the making of :)
added on the 2018-02-19 13:42:42 by Maali Maali
I sincerely hope you all can enjoy this. It was tremendous undertaking but still only have part way through, i’ve got the B-side and ready I’m just polishing . Cheers & sorry for the bullshit.

https://youtu.be/HeSbdzB9NbA
(I am a robot, sorry I ate the bbq)

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