necromaster's Recent Forum Activity

  • Here is MATHS MASHUP - an arithmetic game from GamesWarp Studio. Targeted at kids from 1 to 92, especially those who want to brush up on basic maths.

    Tiles will fall downward, like in a typical match 3 game, after the desired result is obtained. Use one of the mathematical symbols and plant it somewhere on the grid. Only single digits are used in the equation, so if you place a PLUS symbol between a row of 1234 and 5678, then the result obtained is 4 + 5 = 9. Horizontal and vertical equations are in play, diagonals are not.

    Comments?

    <img src="http://gameswarp.com/studio/wp-content/uploads/2013/12/chrome-2013-12-26-10-02-44-38.jpg" border="0" />

  • As requested, here is the Textured Tunnel shader effect.

    Enjoy the vertigo as you gaze at the spinning tunnels that come with this shader. Head over here to see the textured tunnel effect over at http://gameswarp.com/studio/?p=333.

    You can download the effect from there for free. Do remember though that you have got to do a modification to the Sprite plugin for the Textured Tunnel shader. The instructions are all explained on our web page.

    Thanks!

    GamesWarp Studio

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  • Yes, it is possible. I have achieved a repeating textured tunnel.

    BUT

    You will have to do an unofficial modification to your Sprite plugin. Just need to open it with a text editor and toggle a couple of boolean variables. However, this may affect your work in other areas.

    If you need this badly, I can teach you how in GS #10.

  • Let me see what I can do...

  • We're back with another shader effect - the tunnel mask.

    Mask your background image with two spirals that spin - creating a tunnel effect. Head over here to see the tunnel mask effect over at http://gameswarp.com/studio/?p=329. You can download the effect from there for free.

    Thanks!

    GamesWarp Studio

  • Yup.

    But, if you want to "make new shaders" literally... go learn how to use Heroku or Shadertoy too.

    Just take someone's prior work and play around with the equations, tweaking constants or changing stuff. Go ahead and change sines into cosines... throw in a tangent here and there. Use a 'plus' instead of a 'minus', and so on.

    Plus don't forget to read the OpenGL manual over at opengl.org/sdk/docs/man

  • Hi,

    It's not that difficult really. Your maths must be pretty polished for this and you need to know some basics on GLSL - the shader language (which I need to brush up on myself).

    Everything I have done so far (except maybe the Oscillating Sweep) was based on something from either Heroku or Shadertoy (especially those shaders with no prohibitive license attached).

    I will be working on a tutorial soon for this. Look out for this.

    Thanks,

    Gavin

  • Will take a closer look at everything you mentioned as well as any available documentation on Heroku/Shadertoy (as well as the code internal to C2).

    The ultimate objective is to find an easy way to handle the porting of shader code to a C2 environment for the more casual users.

    Thanks,

    Gavin

  • Interesting... what was BoardGame supposed to do?

  • Suffice to say, this shall be the last effect from us for today.

    Self-explanatory... go and see this kaleidoscopic effect over at http://gameswarp.com/studio/?p=311. You can download the effect from there for free.

    Thanks!

    GamesWarp Studio

  • Ever wanted to create those oscillating sweeps you see on analogue televisions? Or maybe you're looking for some funky image transition to implement programatically? Or you're looking for some high-tech screen jamming effect? Well, with some creativity you will be able to do so with the Oscillating Sweep shader effect.

    Head over to the link below to download the shader and to play with it online.

    http://gameswarp.com/studio/?p=305

    Enjoy!

    GamesWarp Studio

  • Nope... it seems that this issue still persists. I have changed my code to use the above line. However changing resolutions still give me an offset problem.

    I used the following shader code to test out my code at 800x600 and 1600x1200. Only the 800x600 code gets the mouse position ALMOST correct, while 1600x1200 is way off.

    Reference:

    shadertoy.com/view/lssGzH

    HIGHLIGHT MOUSE POSITION SHADER CODE

    precision mediump float;

    varying mediump vec2 vTex;

    uniform lowp sampler2D samplerFront;

    uniform mediump float seconds;

    uniform mediump float pixelWidth;

    uniform mediump float pixelHeight;

    uniform mediump float layerScale;

    uniform float mseX;

    uniform float mseY;

    uniform float distancebetweencircles;

    uniform float zoomfactor;

    mediump vec2 iResolution = vec2(1./pixelWidth, 1./pixelHeight);

    mediump vec2 iMouse = vec2(mseX, mseY);

    float smoothbump(float center, float width, float x) {

    float w2 = width/2.0;

    float cp = center+w2;

    float cm = center-w2;

    float c = smoothstep(cm, center, x) * (1.0-smoothstep(center, cp, x));

    return c;

    }

    void main(void) {

    vec2 uv = (gl_FragCoord.xy / iResolution.xy);

    vec2 m = iMouse / iResolution.xy;

    float m1 = smoothbump(m.x,0.05,uv.x) *

                 smoothbump(m.y,0.05,uv.y);

    gl_FragColor = vec4(m1,0,0,1.0);

    }

    Did I miss something out?

    Or is it a bug? Or maybe a missing feature?

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necromaster

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