Random "work in progress" shots
category: general [glöplog]
@Baudsurfer: Thanks! I'm awaiting your thumb here... ;p.
For serious work you should go for ImageMagick instead, it can draw arcs... (Advantages of fab is that i know the syntax, it's probably much simpler and i can easily expand it)
I googled Akos Fekete /Chut arc-drawing algorithm but found nothing... What is it you want?
For serious work you should go for ImageMagick instead, it can draw arcs... (Advantages of fab is that i know the syntax, it's probably much simpler and i can easily expand it)
I googled Akos Fekete /Chut arc-drawing algorithm but found nothing... What is it you want?
Thumb : done.
Title: Scooby
Category: 256 byte intro
Author: Chut
Event: Function'05
Title....: AZM the smurf
Category.: 256 byte intro
Version..: 1.00
Date.....: 03/07/2003 Scenecon
Title: Scooby
Category: 256 byte intro
Author: Chut
Event: Function'05
Title....: AZM the smurf
Category.: 256 byte intro
Version..: 1.00
Date.....: 03/07/2003 Scenecon
Baah I didn't expect you to actually implement it. Was just pointing out another effort into image implicit compression effort, also maybe more suited towards size restrictions.
http://www.youtube.com/watch?v=3G6KEimq0dk this is a video to my demomate I made while working on daytrip. This is the doctor scene
Doc with that background looks amazing mate!
Title: gdi.machine
The Point: Create procedural graphics (2D and 3D) using implicit equations only
The Point: Create procedural graphics (2D and 3D) using implicit equations only
can you explain what does this nodal path ?
>Bartoshe
Basically have have a rendering framework which can take implicit equations as input. You can arrange formulas (connected to scene Elements) and modifiers (as for colors) using the node system.
For Example: Framework starts -> Frame Rendering starts -> Calc Position of Elements -> Per-Pixel Rendering starts -> Parse Equations (formulas) and modify Values (here: ColorARGB)
Do this every frame and render the result into a bitmap.
The nodal paths are just visualizations for this process, so you can create an animated scene without writing a single line of code.
Basically have have a rendering framework which can take implicit equations as input. You can arrange formulas (connected to scene Elements) and modifiers (as for colors) using the node system.
For Example: Framework starts -> Frame Rendering starts -> Calc Position of Elements -> Per-Pixel Rendering starts -> Parse Equations (formulas) and modify Values (here: ColorARGB)
Do this every frame and render the result into a bitmap.
The nodal paths are just visualizations for this process, so you can create an animated scene without writing a single line of code.
puffy the blowfish is my fill-in until my artist gets me a unique blowfish
Branch: Scenes with orange sky.. oh my! <3
legend, thanks a lot.
here's some totally random old crap:
(sorry for using emulators, my capture card is terrible)
here's some totally random old crap:
(sorry for using emulators, my capture card is terrible)
Maldita Castilla - Ghosts'n Goblins.
Preview of a 256-byte helicopter cave game :
fra what is that?!
@legend of preview of the next "episode" of Amiga Memories I'd like to focus on Ghosts'N Goblins :)
@Virgill : gorgeous!
@Virgill : gorgeous!
working on my megadrive sound system debugger.
woohoo, teh old farts are back!
@rez: What's the platform ? C64?
@okeanos: Commodore 64 yes! I started 6502 ASM two months ago, and that already gives me a load of fun :D
rez: oh f**k :) nice! go go go :D