tulamide's Recent Forum Activity

  • Thank you very much zenox98 !

    For all others: I still hope I get a dozen or more test results. It doesn't steal more than 2 minutes of your time. So please help me! (Don't let me beg on my knees <img src="smileys/smiley3.gif" border="0" align="middle" /> )

  • Thank you all very, very much!

    In case you're interested in how the player was made (without the dancing puppet, but with everything else), I recommend reading my tutorial about rms and peak to the end. Who knows, maybe there's a reward for reading waiting ... <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I discovered a bug in the physics object that prevents progress in one of my projects and now need your help to find a limit that works.

    What is needed to test?

    • You need to be able to run a window with a size of 1600x900.
    • You shouldn't be scared of an application crashing to desktop.

    The test application won't show much. It is a test involving the physics object, stressing the cpu a lot. Three texts show (from left to right) a number of sprite particles, a percentage value and the framerate (updated once per second).

    Just run the application and wait until the percentage value raised to somewhere above 95% and then doesn't change anymore. Have a look at the framerate. I'm not interested in the highest but the lowest value there. You can exit the application with the red close button in the caption bar, or by pressing the escape key.

    Please redo the test at least 4 times, if it doesn't crash all the time.

    Then answer in this thread with the following informations:

    1) Did it crash (and how often) or didn't it?

    2) If it crashed, please provide informations about your cpu (type and speed, e.g. AMD Athlon II X2 250 3 GHz) and about your gpu (type, e.g. NVidia 460 GTX)

    3) If it did run at least once, please provide the lowest fps.

    I'm especially interested in tests from the low end side of computers, because I'm aiming for my project to be executable on those, too. But everyone who wants to test is very welcomed of course.

    One test run lasts approx. 20 seconds, so the whole test won't steal you more than 2 minutes of your time. Please help me by sacrificing those 2 minutes!

    Many thanks in advance!

    Download: test_cpu_stress_phsx.rar

  • I'm glad that I could be of help <img src="smileys/smiley1.gif" border="0" align="middle" />

    I wished there was some similar way of helping for drawing and painting. That's where I'm helpless. (Imagine a 3-years-old painting dad and mom, that's close to my results <img src="smileys/smiley21.gif" border="0" align="middle" /> )

  • You are pretty limited regarding this. But it isn't totally impossible, as I proved here: http://www.scirra.com/forum/dancer_topic43690_page1.html

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  • I hope you get a few more comments. I personally like the movement, but still am not satisfied with the snout <img src="smileys/smiley9.gif" border="0" align="middle" />

  • For Each File in apppath & "/images"

    For Each Element

    Set Value Array.CurrentX, Array.CurrentY to File.CurFile

    Create Object Text on Layer 1 at (Array.CurrentX * 30 + 20) (Array.CurrentY * 30 +20)

    Maybe I don't understand what you are trying to do? This code can't work. 'For each file' loops through all the 100 images, and for each image found the array loops through all elements in the array.

    I thought you would want to store each name to one array cell?

    ROJOhound provided an efficient example. Another (not so efficient) way is to stick with 'For each file':

    + some condition that indicates loading begins

    -> Array: Set size to File.FileCount(apppath & "/images") x 1 x 1

    -> System: Set global variable 'count' to 0

    ++ For Each File in apppath & "/images"

    --> System: Add 1 to global variable 'count'

    --> Array: Set index global('count') to File.CurFile

    ++ For each element

    --> Create Object Text on Layer 1 at ((Array.CurrentX % 10) * 30 + 20), (floor(Array.CurrentX / 10) * 30 + 20)

    (Last one assuming you want to place the text boxes on a 10x10 grid)

  • You're welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

    Motion blurring in display size involves several frames to be morphed. There might be a rendering of 8 or 16 frames in display size for just one output frame. I'm not sure though if this is the way Ashley implemented it.

    I look forward to seeing your results!

  • I too create all music and sound f/x for my projects.

    For sound effects the most important things are a mixer with editing functions, filters and good sound sources.

    I recommend freesound.org, which has a wide variety of all kinds of sounds in raw form. As a starting point for the mixing/editing I use Reaper and sometimes lmms. Another workhorse I use is Wavosaur, which I prefer over Audacity.

    Reaper and lmms both support VST(i), and there's an insanely number of good production tools, like filters and reverbs. As a source for those I also use KVRAudio.com

    If you prefer to just produce synthesized sound effects, you should have a look for the most easiest analogue/subtractive synths with basic waveforms, a noise generator, lowpass/hipass/bandpass-filter and an lfo.

  • Welcome to tula's school of mathematics! ( <img src="smileys/smiley4.gif" border="0" align="middle"> sorry, I couldn't resist)

    Always remember the formula and then think about what parts belong to what name in the formula. For example:

    Sprite('dist') / TimeDelta / 80

    Here we use real values and variables instead of the names in the formula. Also don't forget that we omitted 'min', because it is always 0 in this example. The formula here was just 'current / max'.

    Let's first assign the real values to the names of the formula:

    <font color="red">Sprite('dist') / TimeDelta</font> / <font color="blue">80</font>

    where red = current, and blue = max. Now we have to add 'min' back into the formula:

    (<font color="red">current</font> - min) / (<font color="blue">max</font> - min)

    Replace the colored parts with the real values. You get

    (<font color="red">Sprite('dist') / TimeDelta</font> - min) / (<font color="blue">80</font> - min)

    Next step is to replace min by a value of your choice, for example 20 px/s:

    (<font color="red">Sprite('dist') / TimeDelta</font> - 20) / (<font color="blue">80</font> - 20)

    And last but not least you have to use max(a, b):

    max( (<font color="red">Sprite('dist') / TimeDelta</font> - 20) / (<font color="blue">80</font> - 20), 0 )

    Done <img src="smileys/smiley1.gif" border="0" align="middle">

    Extended the cap again, this time using globals that match the names of the formula (like 'current', 'maximum', 'minimum' and 'relative_value'). The scale effect will not start until the sprite is 20 px/s fast (or whatever value you set the global 'minimum' to): http://db.tt/8OB13G0C

  • Ashley

    It is still Firefox I'm using.

    Mozilla Firefox release 16.0.1

    But I doubt that it is so easy. WebGL isn't always that fast on my computer. Would you mind doing a test?

    There's a WebGL Aquarium, quite similar to Fish Tank for IE. Follow the link, click on 'options' and make sure, that every option is turned on (highlighted in red). Set the number of fishes to 50. With your desktop set to FullHD (1920x1080) go to fullscreen mode (F11 in Firefox, don't know the keys for the other browsers)

    I now have a framerate of only ~16 fps

    Now turn off all the options (7 in total).

    I now have a framerate of ~16 fps

    Turn all the options back on and set the number of fishes to 500.

    I now have a framerate of ~16 fps

    And last but not least go the full distance. Set the number of fishes to 1000.

    I now have a framerate of ~15 fps

    This doesn't make any sense to me. If the cpu would be the limiting factor I should experience an immense drop when going from 50 to 1000 fishes. And if the gpu would be the limiting factor, it should drop the framerate when activating all options (like normalmaps or reflections).

    I would love to know, if you experience a higher framerate AND if the framerates differ noticeable more than in my test?

    http://webglsamples.googlecode.com/hg/aquarium/aquarium.html

    Sorry for being so cautious, but better checked twice than being as pleased as Punch although the real world framerates might not keep the promises of the draw call test.

  • If you carefully look at some of the older posts, you will find the almost appropriate formula

    relative value = (current - min) / (max - min)

    If we test this with values, the results are almost right. For current = 20 and current = 100, while max = 100 and min = 20 we get

    rv = (20 - 20) / (100 - 20) = 0 / 80 = 0

    rv = (100 - 20) / (100 - 20) = 80 / 80 = 1

    The only problem is that current could become less than 20, e.g. 0:

    rv = (0 - 20) / (100 - 20) = -20 / 80 = -0.25

    To avoid that there are a few solutions. The easiest from my point of view is to just cut out everything below 0 by making it being 0 too:

    rv = max((current - min) / (max - min), 0)

    max(a, b) will return the higher of the two values. For the example of current being 0 it would result in

    rv = max((0 - 20) / (100 - 20), 0) = max(-20 / 80, 0) = max(-0.25, 0) = 0

    EDIT

    You can also limit everything to certain angles. Angle detection works almost the same as speed detection, just exchange the "distance between points" expression with the "angle between points" expression. You'd store the current angle in a pv and use a condition that compares this pv with the allowed angles before calculating the blur strength and else set the blur strength to 0.

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tulamide

Member since 11 Sep, 2009

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