I recently got involved with a collaborative thing and I’m using it as an excuse to practice high-poly modeling.
(thought I’d model spaceships for once, mix things up a bit)
I recently got involved with a collaborative thing and I’m using it as an excuse to practice high-poly modeling.
(thought I’d model spaceships for once, mix things up a bit)
Sure, here’s the deviantArt group. That’s more or less the hub.
First of all: It’s good to see an app that doesn’t need access to anything. Well done.
Regarding the asset fragmentation, if I remember correctly, android also had different assets for different screen sizes, with the difference being, that it automatically created those from the asset you loaded into the IDE (might be different, depending on the IDE perhaps, so far, I only used android studio for android apps) … Might be wrong though.
You are very modest @Japa, do you want to post your DF thread link here, some nice stuff in there and have you made a video of this yet, it’s pretty impressive stuff? 
It’s not /that/ great.
It doesn’t need to be revolutionary to have a youtube video and a link in this thread…
http://www.bay12forums.com/smf/index.php?topic=146473.0
This is link. Video to come later, after filming.
Here is video.
Beautiful!
What methods are you using for motion blur and atmospheric scattering, if you don’t mind me asking?
I’m not using any motion blur that I’m aware off, as for Atmospheric Scattering, it has been through a few revisions.
Started with Scrawk’s implementation of GPU Gems AS, however that implementation is somewhat limited, atmosphere is limited to 2.5% of the planet radius and it uses a sphere for the raytrace which leaves some holes in the atmosphere if the planet is not a perfect sphere.
After that I moved onto gltracy’s implementation of the same GPU Gems code for AS, he uses a raytraced technique in the pixel shader, also he added a density function so that the atmosphere can be of variable thickness. However, the code that is available is not documented and the terrain portion of the shader is not available.
There is a third implementation that I used too, can’t remember the source now, every single implementation needed some adjustment, so I decided to go with a full “supported” version and bought the AS3 plugin from Unity Asset Store, it still needs to be modified, but not to the extent of the others. I figured that it would take me a few weeks to a month to implement that from stitching togehter different sources and that it was worth the money.
Here’s a new video I made of Armok Vision, showing the first person camera.
Can I have it yet?
Yes, you can, but not first person.
Spent the past ~2 weeks working on a side scroller game for Android, experimenting with another genere just to see what the download rates are for arcade games on Google Play. The result is Infinite Gravity run.
https://play.google.com/store/apps/details?id=com.cybercritics.infinitegravityrun
You can increase your download count by one. 
Eh, why not.
/me downloads
Continuing my post from above:
There has been quite some progress made in the last 5 months since I posted about “This technical Project” I was working on. Well, actually, we are done. Here’s how it happened:
First of, we gave it a name, we called it: peæk
It combines the words peek and peak. A reference to the extending pins.
Then we proceeded to coil the coils. A local company sponsored the material and access to the coiling machine. Still it took many man days for us to coil all 144 we needed.
And burn them:
After that I got onto programming the whole Infrastructure in C for the Arduino Mega 2560. I’m quite proud of the result as it is a quite complex system with many interlockig parts, and yet stayed modular and overseeable
I’ll share the whole thing here. The whole thing is 140kB precompiled. Take a look. Again, most comments are in german.
I got onto programming some programms for it. But came to the conclusion, that I won’t be able to properly do it without being able to see if it’s working properly (not only compiling correctly) I needed to see what comes out at the end. And as the hardware wasn’t done yet. I build an interface with Autohotkey.
Here it is:
https://dl.dropboxusercontent.com/u/64733523/Shared/peaek/video/20150531_224633.mp4
It got a little bit refined since then. The ability to send inputs for the 4 buttons and a redone console visualisation.
While this was going on the other guys worked on the mechanical part of the project.
Applying neoPixels to one such part:
After that I prepared the coil ends, all 288 of them. Put shrinking tube on them and inserting them into self cutting clamps that would eventually go onto the driver boards
By then I’ve already done and let someone check the layout for the printed circuit board. There were some problems with the manufacturer, then with my layout … it’s cheesy, but all good things are 3
. Sadly that burned a lot of the reserve time we had until then. (also sneak peæk for further down):
Soldering the boards:
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Configuring potentiometer and some testing:
Nasty interference, turned out I shouldn’t have powered the power and logic from two sources:
All wired up:
I know … it’s nasty 
Last three weeks have been a tremendous amount of work with loads of interferences making my life miserable:
https://dl.dropboxusercontent.com/u/64733523/Shared/peaek/video/20150720_010228.mp4
But I pulled trough and their gone … mostly … like 90%.
Our 1500W power supply had to go though, induced all kinds of stuff. And now we are stuck with only a fifth of the needed power coming in from outside. So sadly not all patterns will be enjoyable in their full glory, certainly not a “all pins up”.
Conway’s Game of Life … now tested physically … well only the LEDs:
https://dl.dropboxusercontent.com/u/64733523/Shared/peaek/video/20150815_171941.mp4
After finishing all programming. It even has snake

https://dl.dropboxusercontent.com/u/64733523/Shared/peaek/video/20150824_032425.mp4
And finally assembled:
http://dl.dropboxusercontent.com/u/64733523/Shared/peaek/video/20150825_204734
That was this tuesday (25.08.2015). And this is me, this weekend (28-29.08.2015) at the educational fair the “Ostschweizer Bildungs Austellung”, where people come to inform themselves what apprenticeship to start after school, what secondary school to join or what courses to take:
Some kids playing snake:
Interface working:
A great project, people were motivated, it was technically challenging and the initiators didn’t push us in any direction and left us find our own.
In the end it didn’t work 100%, but most other project weren’t either, all prototypes after all.
Number one thing, besides all the skills, I learned from this: Build things robust, even if they are prototypes. One false kick and the whole big white plate would have come tumbling down, destroying all the electronics, ripping out wires, breaking off the coils … happy that didn’t happen.
I’ve gone and made a patreon campaign for my Dwarf Fortress visualizer project.