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Messages - Haikarainen

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1
SFML projects / Re: Critters devlog
« on: February 27, 2015, 11:47:01 pm »
I'm using their .mesh format yes

2
SFML projects / Re: Critters devlog
« on: February 27, 2015, 10:51:08 pm »
New entry!

http://www.fredrikhaikarainen.se/devlog-entry-003-realtime-shadows-bloom-mortar-turret/

New stuff:
x Realtime shadows
x Advanced bloom
x Mortar turret

3
SFML projects / Re: Critters devlog
« on: February 20, 2015, 09:57:03 pm »
These devlogs are interesting  ;D 

You do all the modeling process as well as programming ?

Thank you!

Yes, I create everything except sound/music :)

4
SFML projects / Re: Critters devlog
« on: February 20, 2015, 09:34:39 pm »
New entry! http://www.fredrikhaikarainen.se/devlog-entry-002-shading-tweaks-lut-based-color-grading-and-ui-work/

I have implemented color grading, tweaked my shading/lighting and SSAO, and started implementing a user interface!

5
SFML projects / Re: Critters devlog
« on: February 14, 2015, 01:43:54 pm »
Cool game populated by NOPE models  :'(

Well there IS fire in it for a reason  ;D

6
SFML projects / Re: Screenshot Thread
« on: February 14, 2015, 01:24:23 pm »
Game called Critters. Just set up a development log here: http://en.sfml-dev.org/forums/index.php?topic=17502.0


7
SFML projects / Critters devlog
« on: February 14, 2015, 01:21:52 pm »

Hello people!

I have created a development log for my TD game critters. It's written in C++ using Ogre as a renderer, SFML for Audio, and OIS for input! I am creating graphics in Blender and Gimp and coding it all as well. Sound is created by Stormwave Audio.

First entry here here: http://www.fredrikhaikarainen.se/devlog-entry-001-introduction/
Second entry here: http://www.fredrikhaikarainen.se/devlog-entry-002-shading-tweaks-lut-based-color-grading-and-ui-work/

UPDATE:

Third entry: http://www.fredrikhaikarainen.se/devlog-entry-003-realtime-shadows-bloom-mortar-turret/


8
Graphics / Re: Issue with 2D normal maps
« on: December 28, 2013, 08:48:56 pm »
Yeah figured as much. :)

She is 2 years old in march, thanks!

9
Graphics / Re: Issue with 2D normal maps
« on: December 28, 2013, 06:38:08 pm »
Thanks a ton :) Really makes sense for me now when I'm reading what you're typing. Think I was kind of destroyed yesterday (slept like 3 hrs per night whole week until tonight when I've slept like 11 hours, life with kid is hard).

Got a nice result now, although the mouse Y axis is inversed by some weird reason (not the actual mouse position, but how the light position sets itself based on the mouse pos), looking into that right now :)

10
Graphics / Issue with 2D normal maps
« on: December 28, 2013, 05:00:24 am »
I'm attempting to create a lighting system for a 2d platformer, which will include normal mapped textures(to give a sense of depth and detail in the textures). However I've ran across an issue, it's a really hard issue to explain so I created a minimal example of what I've got so far regarding normal maps.

To try and explain the problem; It's like the light direction for the normals is static to the whole texture, when I want it to be pixelperfect. I really cant explain it better than that, you have to see the examples.

Minimal example: https://gist.github.com/haikarainen/4c4ab515d9c13a7f467b
Windows Binaries and textures of example: haikarainen.dotgeek.org/release.7z

Any help is hugely appreciated as my math sucks.

Cheers

11
SFML projects / Re: Kinect + SFML
« on: June 16, 2013, 02:54:19 pm »
I agree with mario, this is really really cool work but it could use some kind of layer between the raw input and the results, as it isn't "gameready" yet, also everyone using this code wont have to code it themselves everytime they use it.

I'd do something like:

if(newPos > oldPos + 0.5meter || newPos < oldPos - 0.5meter ){
   newPos = oldPos;
}

And just replace 0.5meter with a fine calibrated value (that doesn't limit the movementspeed of a human. 0.5 meters * 60 frames (if 60fps) = it can record movements up to 30 meters per second before compensating (also instant acceleration). Just keep this level above the limits of a humans capabilities and you're good to go.

12
SFML projects / Re: MineSweeper
« on: June 11, 2013, 10:31:56 pm »
Well you could at least have given proper credits.

13
SFML projects / Re: MineSweeper
« on: June 11, 2013, 06:59:39 pm »
Wow, thanks for stealing my stuff...

Hmm. By investigating his code there doesn't seem to be many similarities at all. He might have taken inspiration from your code and application, but the only thing I can see he have stolen from you is the graphics, how is the graphics licensed? Did you create them yourself?

14
SFML projects / Re: Just another Tower Defense
« on: June 11, 2013, 06:38:20 pm »
TD's are always fun! :) Keep working on it, and please use a better fileuploadservice, sfmluploads.org is dedicated to these kinds of things.

15
SFML projects / Re: My proyect: ImageRunner
« on: June 11, 2013, 06:34:50 pm »
It looks cool from the screenshot you provided, but I do not know anything else about it. It would be great if you could post some more info and/or create an english website for it.

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