Author Topic: Today's (randomish) development resource! (August 7th)  (Read 1044 times)

Aaron

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Today's (randomish) development resource! (August 7th)
« on: August 07, 2013, 10:50:02 pm »
Today's Tweets:
Aaron: Wow.  Nathan discovers today a single line of code that's caused chunk expansions issues likely since the beginning of BR. O.O

Aaron: There's still an issue with if you use rectangle tool to make too many prefabs it sometimes hiccups, but wow.

Aaron: Long day on Zack's end.  Many casualties for the bug army. >:X

Aaron: Gabe successfully re-integrated the new scrollbar and made some upgrades while he was at it.  Yays, and hopefully it's done for good!

Aaron: Micah was working on a pure human head texture from scratch.  Liking the results, gotta increase the details though.

Puzzle:

This Wednesday puzzle was done by me in 6 minutes flat (and with a puzzle image that was far brighter...)! How fast can *you* solve it?  :o







Snapshot Disclaimer:
Spoiler
These daily development screenshots are just for fun during the engine overhauling doldrums; they do not represent anything that's in-game (we want surprises!) and come without explanation (guess away for fun!).  Regardless of what you see or think you see, just remember that our focus for the upcoming W1xx release is solely a stable, reliable multiplayer engine that will be ready when "Build, Fly, Shoot" is working appropriately.

So keep your expectations in check and have fun!  ::)

MrVorgra

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Re: Today's (randomish) development resource! (August 7th)
« Reply #1 on: August 08, 2013, 02:34:08 am »
00:07:12.187
Real Men drive vehicles without knowing how fast they are moving or how much fuel remains in the tank.

Thadius Faran

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Re: Today's (randomish) development resource! (August 7th)
« Reply #2 on: August 08, 2013, 03:58:11 am »
Non loading.
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

Strait Raider

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Re: Today's (randomish) development resource! (August 7th)
« Reply #3 on: August 08, 2013, 03:50:31 pm »
See that bit, right dead in the middle of your screen where nobody could miss it?

"Roll the mouse over this area to finish loading the puzzle."

Also, 4:57.179. (points at crown)
« Last Edit: August 08, 2013, 03:57:20 pm by Strait Raider »

Commander Jackson

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Re: Today's (randomish) development resource! (August 7th)
« Reply #4 on: August 08, 2013, 05:14:04 pm »
9:13.813
"I don't believe in the no-win scenario."
Admiral James T. Kirk

Commander in the Deltan Federation [DF]

mamastoast

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Re: Today's (randomish) development resource! (August 7th)
« Reply #5 on: August 08, 2013, 07:43:27 pm »
can I ask why you're texturing a head from scratch? Usually you'd flatten out an image of a face, then project it onto the mesh as a startoff point. Adds a lot of details really easily.

Tailwip

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Re: Today's (randomish) development resource! (August 7th)
« Reply #6 on: August 08, 2013, 08:00:32 pm »
The code in the development resource looks very similar to Greg Duncan's lighting pre-pass demo over on MSDN.

http://channel9.msdn.com/coding4fun/blog/Adding-awesome-lighting-effects-to-your-XNA-game

Even the comment "compute a screen-space quad that fits the light's bounding sphere" at the center of the pic is the same :P

Aaron

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Re: Today's (randomish) development resource! (August 7th)
« Reply #7 on: August 08, 2013, 09:20:47 pm »
The code in the development resource looks very similar to Greg Duncan's lighting pre-pass demo over on MSDN.

http://channel9.msdn.com/coding4fun/blog/Adding-awesome-lighting-effects-to-your-XNA-game

Even the comment "compute a screen-space quad that fits the light's bounding sphere" at the center of the pic is the same :P

Hm, interesting!  Early on the deferred rendering was was based off of the work of J. Coluna over on his development blog.  From one source to another, eh?

Quote
can I ask why you're texturing a head from scratch? Usually you'd flatten out an image of a face, then project it onto the mesh as a startoff point. Adds a lot of details really easily.

Experimenting with the differences between them.  Flattening out the face definitely achieves the best results.  From there we're testing out different levels of manipulation to reduce the photo-realism a bit.
« Last Edit: August 08, 2013, 09:26:56 pm by Aaron »