Random "work in progress" shots
category: general [glöplog]
Wait, 88 CPU-Cores and 128GB RAM?
Do you work at NASA?
Do you work at NASA?
@ɧคɾɗվ : it's two Intel Xeon E5-2699 v4 (2x22 physical cores + hyper threading = 88 cores)
Also RAM is pretty cheap nowadays. At work we have servers with 512GB of ram (to run several dev VM's under Hyper-V)
Also RAM is pretty cheap nowadays. At work we have servers with 512GB of ram (to run several dev VM's under Hyper-V)
@Tigrou: But what "doom timedemo" benchmark does it get ;-)
I used to have SQL servers with 512GB RAM... not anymore :(
AWS EC2 instances have shitty RAM/core ratio.
AWS EC2 instances have shitty RAM/core ratio.
@visy
looks like techno!
looks like techno!
yy kaa koo TEKNOO
but yeah it looks cool
but yeah it looks cool
@Tigrou: cool stuff. Initially I thought it's some SDF scene ;) Actually, it doesn't look so hard to make one like this.
Quote:
TomoAlien said:
I've figured out how the metaballs were done in allius, and I decided to experiment a bit and came up with this.
woah, what operator did you use??
Quote:
Quote:TomoAlien said:
I've figured out how the metaballs were done in allius, and I decided to experiment a bit and came up with this.
woah, what operator did you use??
That's not an operator. It's actually sprites with some clever screen overlays.
For a basic version, I draw a bunch of additive sprites, multiply the image by an amount that results in a 2-bit color image, then multiply it again so it's actually visible.
Allius does that and then it draws other stuff over that image so it doesn't look like crap.
However, the variant in my screenshot has a more complex sprite setup (not only additive ones, but subtractive ones too!), along with a color depth crushing overlay that doesn't result in a 2-bit color image.
visy: looks interesting :)
+1
Processing in Javamode, some tweaking with beziers.
Those are some recovered pictures from Faux Processing development:
First saved pic of the autodither.
It's the early shot of that giant glowing thingy effect.
Early version of the credits screen.
I have a bit later version but that one has some rather rude comments I've directed against myself.
Scrapped effect... It didn't look good so I ditched it.
Scrapped scene. That orb in the middle actually refracted what was behind it. Pretty cool.
Early twister scene.
Early greetings scene.
Early rotozoomer scene. Yes, the background was an animated 1D plasma.
Early shots from the final scene.
Early holding orb scene.
And now for the most troubled part: Rotozoomer logo!
Early version of the rotozoomer logo done by yours truly. The only thing that remained was the plaque with the slogan.
This is the part of the rotozoomer logo that I did.
Now for what ZanaGB drew... If that logo reminded you of Sonic 2 title screen...
That's because it was loosely traced from it!
Oh, and during a break in working on the demo, I did some joke edits of this pic:
As for the last picture... Here's the prophetic edit:
First saved pic of the autodither.
It's the early shot of that giant glowing thingy effect.
Early version of the credits screen.
I have a bit later version but that one has some rather rude comments I've directed against myself.
Scrapped effect... It didn't look good so I ditched it.
Scrapped scene. That orb in the middle actually refracted what was behind it. Pretty cool.
Early twister scene.
Early greetings scene.
Early rotozoomer scene. Yes, the background was an animated 1D plasma.
Early shots from the final scene.
Early holding orb scene.
And now for the most troubled part: Rotozoomer logo!
Early version of the rotozoomer logo done by yours truly. The only thing that remained was the plaque with the slogan.
This is the part of the rotozoomer logo that I did.
Now for what ZanaGB drew... If that logo reminded you of Sonic 2 title screen...
That's because it was loosely traced from it!
Oh, and during a break in working on the demo, I did some joke edits of this pic:
As for the last picture... Here's the prophetic edit:
a new test, too slow to be used in a game because it take too much CPU :D
using WinUAE's serial-to-tcp feature for logging/debugging…
…and, since it goes in and out, do GNU Rocket-style syncing with very little extra code on the Amiga side:
…and, since it goes in and out, do GNU Rocket-style syncing with very little extra code on the Amiga side:
Still getting down with 2d-maps...
Still getting down with 2d-maps...