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Messages - Emil

#1
I'm thinking about bringing this project back from the dead.., I've been away from glbasic for quite some time now but for this game the small build size that glbasic provides is very intriguing.

Here's some tests from a new pixel art software (pyxel edit) that I got tipped of to use.





Will probably do some more tests. I'm not convinced going with a 'nes' style color palette is the smartest thing to do so I might try something more fancy next (but still pixely)

PS:
I just looked at defold (been using unity for a while now) but the build size for an empty ios project is still twice the size of my earlier build at 2.5mb.., and unity file size we shouldn't even mention!  :P
#2
yeah for sure! people do that stuff.., without great optimization skills or ability to code directly to gpu it's kinda slow though...  :whistle:

Have used this neat plugin for 3dsmax at work from time to time (grid solution, also not realtime)
http://www.afterworks.com/FumeFX/Simulation.asp?ID=4

Also on the other spectrum, We have used this program to do water simulations (particles and not grids)
http://www.realflow.com/
#3
Quote from: Hemlos on 2014-Jan-24
Fluids sims are a beast, bravo on your success!

Correct me if im wrong please..
If im not mistaking, in a fluid simulator, i think its more like pixels affecting each other, as opposed to specified particles...physics simulation where every pixel in a specified field are all affected by each other.
The parts that look like particles moving away at diagonals are actually "disturbed" into certain directions...with specific forces applied in 4 (perhaps 8?) directions away from the mouse position.

Almost correct!
It's definitely different from "real" fluid simulations. But I guess there are two schools. One where you use particles and one where you use a grid (such as mine).
I'm trying to not look at how others do so.., If you want to do it "correctly" then don't listen too much to how I do it :)

I'm practicly doing 2 things:
First I'm diffusing the pressure, and this is what makes this simulation so interesting... Instead of spreading out high pressure to low pressure I'm doing the opposite. In practice this means that high pressure wants more pressure and low pressure does the same. This makes everything behave like it has lots of surface tension.

The second thing I do is to advect the field. I'm saving two buffers, one has the velocity of every pixel and the second has the density/pressure, the stuff being moved.
In the diffusion of pressure (that I just described) it doesn't just move the pressure but also changes the velocities of the grid. The idea is to fill a low pressure field and distribute out from the high pressure ones. Advection is done by adding whatever stuff you have in a cell to the cell that the original cells velocity is pointing towards. Since the velocity vector might be pointing to a position that's inbetween 4 cells then some math is needed to distribute that evenly. This means that stuff diffuses alot in strange ways.

I'm actually applying all directions from the mouse, I think it looks very much not like it but I guess that's because I'm adding it in a square shape with the mouseposition as center. This means that the distribution of force isn't circular but squareish.., hence the clover like pattern (my guess).
#4
was experimenting with some fluid like simulation and then this happened. Tweaked it a bit to be more fun but nevertheless.

Enjoy :)

https://app.box.com/s/h1tnqdmfhqol6nbqqb3p
#5
Can't be worse than you spacefractal, "Glad jul och gott nytt år!" - swedish
#6
thanks guys.

Fixed, erico :)
#7
My first released game: Sweeper

Puzzler with infinite random generation of levels
https://itunes.apple.com/app/id733497117
#8
Ian, isn't he :)

Thanks for the tip spacefractal, had forgot about that.
#9
My first solo development game!
Quite proud to be honest.

For those that didn't read my thread about this game. You move about horisontally and vertically until you hit something. Your goal is to get to the pink door. The levels are generated automatically through an algorithm.

Enjoy :)
https://itunes.apple.com/app/id733497117
#10


A stab at a new character. I like him, thinks he turned out quite cute  :P
#11
Ah.., didn't see that in the manual. Thanks alot!
#12
Hi, I'm trying to wrap my head around the networking capabilities of GLBasic. So far I think that it's lacking or, hopefully, that I don't fully understand it.
The problem I'm having is that I want to send messages to the server (that handles alot of the logic of my game) and then sends out the correct data to all or specific users.

Right now I can only send messages to other players (granted it goes via the server but the server only acts as a postman). I'm thinking of creating a fake player that gets the messages needed to the server. But that seems a bit counterintuitive as that would mean that the server sends the message to a temporary player just so that the server can see the message.

How would you guys go about doing this?
Maybe I'm just missing something obvious.  :giveup:
#13
well it's triangles constructing quads of course.., :)

anyways.., I used fan and strip when doing my drawings of circles and such... mostly because it means less code for me.


#14
I think I understand what you mean and Yes, I would do the same thing.
Strip mode and such is excellent for landscapes (3d heightmap) and stuff where you want the uv coordinates to be the same, on the same position.

In your case you do want different uvs, on the same positions, so strip mode fails.

For my, 2D tilebased, game I use single triangles. Basically I put every triangle in a big array and when I'm ready to render everything I use a separate function that does everything (Some bugs can be avoided if I render all polys at the same time).
Anybody got a better solution?
#15
Thanks mentalthink, I look forward to your criticism!