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[00:49:41] <bookmark> hiya
[00:49:57] <btipling_> yoyo
[00:50:04] <bookmark> anyone know how to make a variable elstic or seen an applet in some language how to do that?
[00:50:50] <bookmark> like a variable osilating around zero getting smaller in absolute value
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[00:51:15] <bookmark> i guess i could just use a sin and an exponent?
[00:51:37] <Yaniel> that or you could use the spring equation from your physics book
[00:51:46] <Yaniel> F = kx
[00:52:07] <bookmark> sweet
[00:52:53] <Yaniel> so basically you need a value for mass and the spring constant k
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[00:53:51] <bookmark> AC->polyVect[r].boneData[ boneMenum ].oldinertia[0] *= 0.99f; this is the line i need to replace
[00:54:14] <bookmark> it just makes the inertia get smaller
[00:54:22] <bookmark> which aint cutting it
[00:54:48] <bookmark> of course because its not out of a physics book
[00:55:09] <bookmark> i guess i should go take some physics i never have in my life
[00:55:22] <bookmark> or just read for myself
[00:55:43] <Yaniel> F = ma; and F = kx are the equations you need here
[00:56:07] <Yaniel> a == acceleration, just add it to your current velocity
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[00:56:34] <Yaniel> then you can tune k to get the springiness you want
[00:56:37] <bookmark> where does the spring come in then?
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[00:57:12] <Yaniel> k is a constant (the spring constant) and x is the displacement from your "neutral" value
[00:57:50] <bookmark> both formulas are just one multiplication
[00:57:59] <bookmark> m*a and k*x
[00:58:00] <Yaniel> yup
[00:58:08] <Yaniel> newtonian physics is awesome
[00:58:12] <bookmark> so wait
[00:58:21] <bookmark> so they are equvelent expressions?
[00:58:35] <Yaniel> F is force in both yes
[00:58:42] <Yaniel> I suppose you see where this is going
[01:00:00] <bookmark> distance is a component of acceleration no?
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[01:00:15] <Yaniel> hm?
[01:00:20] <nine_milli> lol
[01:00:38] <Yaniel> distance is how far your object is from the center of the oscillation
[01:00:39] <nine_milli> on that note yoda prances in
[01:00:52] <Yaniel> how does that have anything to do with acceleration
[01:01:19] <bookmark> oh i think i get it
[01:02:14] <bookmark> thats what i need to solve for
[01:02:21] <bookmark> well kind of
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[01:02:37] <bookmark> like distances aren't negative in most cases thouugh
[01:02:44] <bookmark> but thats what i need
[01:03:01] <bookmark> i need the distance to oscillate between negative and positive
[01:03:21] <Yaniel> note how I said "displacement"
[01:03:35] <Yaniel> (or "offset")
[01:03:37] <bookmark> oh
[01:03:45] <bookmark> great so x is offset
[01:03:47] <Yaniel> which is indeed signed
[01:04:08] <bookmark> so i just like solve for x is k/F
[01:04:28] <bookmark> is that right?
[01:04:41] <Yaniel> you don't solve for x
[01:04:56] <bookmark> well what can i do? if i need x that makes sense to me
[01:04:57] <Yaniel> you solve for a, and update your x with that
[01:05:22] <bookmark> say what?
[01:05:32] <chrisf> bookmark: x = current_position - ideal_position
[01:05:46] <Yaniel> does s = s + vt + at^2 ring a bell?
[01:05:55] <xaxxon> nm
[01:05:57] <xaxxon> oops, wrong channel
[01:06:17] <bookmark> x is what i need here in F = kx
[01:06:31] <Yaniel> x is your current displacement
[01:06:39] <Yaniel> which is known to you
[01:06:44] <bookmark> oh
[01:07:15] <bookmark> so i put that in to get out F which is also positive or negative?
[01:07:16] <Yaniel> then you solve a and update x with that
[01:07:31] <Yaniel> no, you combine the two equations
[01:07:35] <Yaniel> since both have F on one side
[01:07:53] <Yaniel> you know that the two non-F parts are equivalent
[01:08:18] <bookmark> ok so: m * a = k * x
[01:08:24] <Yaniel> exactly
[01:08:43] <bookmark> where can i go from there and what variable is the one i'm looking for?
[01:08:46] <bookmark> a?
[01:08:58] <Yaniel> m is up to you (how heavy the thing is that the spring is dragging around)
[01:09:07] <Yaniel> k is up to you as well (how stiff the spring is)
[01:09:26] <Yaniel> and the rest is basic equation solving
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[01:10:55] <bookmark> a = dt^2?
[01:11:03] <bookmark> something like that?
[01:11:12] <Yaniel> how did you arrive at that?
[01:11:30] <bookmark> oh
[01:11:35] <Yaniel> if you solve m*a = k*x for a
[01:11:35] <bookmark> a = d/t^2?
[01:11:44] <Yaniel> there's literally one step
[01:12:02] <Yaniel> which involves neither d nor t
[01:12:18] <bookmark> right i'm just trying to understand what an a is
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[01:12:54] <bookmark> its distance divided by time squared no?
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[01:13:14] <Yaniel> a is acceleration
[01:13:26] <Yaniel> i.e. change in velocity per unit of time
[01:13:30] <bookmark> its SI unit is m(/s^2)
[01:13:45] <Yaniel> and velocity is change in position per unit of time
[01:14:02] <bookmark> Yaniel, like in chemistry there is a known and a given
[01:14:26] <bookmark> er..
[01:14:30] <Yaniel> (change in position per unit of time) per unit of time -> d/t² as you mentioned indeed
[01:14:44] <bookmark> rather a given and unknown
[01:15:33] <bookmark> i just want to know what is the unkown value i'm even looking for, its name or its abreviation
[01:15:50] <bookmark> is a what i'm after here?
[01:16:14] <bookmark> or is v?
[01:16:15] <Yaniel> yes
[01:16:42] <bookmark> a is what i'm after ok
[01:17:02] <Yaniel> v can be derived from a if needed, but you don't need it now
[01:17:02] <bookmark> so its k*x/m
[01:17:15] <Yaniel> correct
[01:17:31] <Yaniel> okay now you have a, so let's update the position
[01:17:45] <bookmark> wait i'm confused
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[01:18:10] <bookmark> how does that generate an oscillation about zero mathematically?
[01:18:20] <bookmark> er..
[01:18:37] <bookmark> like also whats a good test value for k?
[01:18:56] <bookmark> depends what units of mass i choose i guess
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[01:19:50] <Yaniel> oh, sorry; it's -k (though you can just use a negative k)
[01:20:06] <Yaniel> yeah depends on your mass
[01:20:41] <Yaniel> for now you could play it safe with something like k = -1, m = 100
[01:21:08] <Yaniel> and FYI what you are implementing is a https://en.wikipedia.org/wiki/Harmonic_oscillator
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[01:22:31] <Yaniel> specifically a mass-spring-system
[01:24:46] <Yaniel> (while there is a neat direct equation for x, I recommend you try out this stepwise approach as an exercise - and because it has many other uses too)
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[01:43:38] <bookmark> jeez why don't i just throw a sin on this?
[01:43:43] <bookmark> i can't make it work
[01:44:48] <Yaniel> you probably want to use the equation from https://en.wikipedia.org/wiki/Harmonic_oscillator#Spring.2Fmass_system
[01:45:07] <Yaniel> the 3rd one has all the math done for you
[01:48:07] <xaxxon> wow... turning on highdpi cost me 2/3 of my framerate. but I guess that sort of makes sense.
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[01:48:44] <xaxxon> and I can't see a difference
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[01:50:27] <xaxxon> I guess I can in really thin stuff
[01:51:03] <bookmark> sin wave is working for me
[01:51:42] <xaxxon> high dpi usually just means you get 4x as many pixels, right?
[01:52:01] <xaxxon> or.. I guess just the native number vs whatever scaling is set?
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[02:05:41] <foobaz> yes hidpi typically means 4x pixels
[02:05:50] <foobaz> Retina™
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[02:10:57] <xaxxon> yeah, I have some vertical skinny lines that pop in and out of existance and they look better with highdpi
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[02:11:59] <chrisf> xaxxon: should really clean that up.
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[02:12:20] <chrisf> xaxxon: dont make a mess at any resolution :)
[02:12:42] <btipling_> Harmonic oscillators are cool af
[02:13:03] <chrisf> stiff spring systems and bad integrators, however, are hilarious
[02:13:41] <xaxxon> how do you deal with this type thing when it has to happen? like in my case they are lane lines on a vertical road.
[02:13:56] <xaxxon> and I have to be able to zoom out and scroll
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[02:14:17] <xaxxon> some way to make sure that the pixel always has some of the pixel color, even if it fades out as you zoom out?
[02:14:58] <chrisf> depends where it's coming from.
[02:15:16] <xaxxon> ha. i actually don't know. it's been a while. looking
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[02:16:56] <chrisf> if it's from textures, prefilter with mipmaps. if it's geometry getting crazy thin... fix the geometry. widen+blend etc.
[02:17:01] <xaxxon> I'm dynamically creating a quad for each line and putting a solid or striped repeating texture on each and tinting either white or yellow
[02:17:10] <xaxxon> ok, I think that last thing you said
[02:17:57] <xaxxon> so basically look at how far zoomed out it is and if it ends up being less than a pixel (or 2 or half .. but somthing around there), make it bigger until ti's a minimum pixel size... until some cutoff when it's simply too small
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[11:24:41] <neure> wtf
[11:24:42] <neure> glGenRenderbuffers(n = 1, renderbuffers = #0B5EC24)
[11:24:42] <neure> glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 2)
[11:24:42] <neure> glRenderbufferStorage(target = GL_RENDERBUFFER, internalformat = GL_DEPTH_COMPONENT32F, width = 1700, height = 700) renderbuffer = 2
[11:24:42] <neure> GL_INVALID_ENUM
[11:25:00] <neure> i thought GL_DEPTH_COMPONENT32F was an ok format for renderbuffer
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[11:27:11] <neure> "internalformat must be color-renderable, depth-renderable, or stencilrenderable
[11:27:12] <neure> (as defined in section 9.4)." .. "An internal format is depth-renderable if it is DEPTH_COMPONENT or one
[11:27:12] <neure> of the formats from table 8.21 whose base internal format is DEPTH_-
[11:27:12] <neure> COMPONENT or DEPTH_STENCIL." .. DEPTH_COMPONENT32F is in table with DEPTH_COMPONENT as base internal format and marked as required
[11:27:39] <neure> maybe regression in latest drivers, wtf
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[11:30:25] <wizardtheo> Hi people... anyone know or interested in GLSL raymarching? Ive got some cool ideas I want to talk about...
[11:30:36] <wizardtheo> i got a basic raymarcher going now, thanks to the help from here
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[11:39:47] <neure> wizardtheo, https://www.shadertoy.com/view/Xds3zN
[11:41:16] <Bloodust> shadertoy, forever in beta
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[11:48:40] <Domx> Scripting languages
[11:49:19] <Domx> or scripting in general, I'm a bit confused on what the general workflow is
[11:52:30] <Domx> The way that makes sense for me is that the core application (in terms of a game or something similar) should be loading level and resources based on some sort of file. Entities in the world can have scripts bound to them which are loaded and object and systems are bound to them for them to use at whatever interval.
[11:53:25] <Domx> I sperged pretty hard on those sentences, but you get what I mean.
[11:54:48] <Domx> Anyway, the only language I can find to support this way of working is ChaiScript.
[11:55:35] <wizardtheo> neure thats a good link...
[11:55:47] <wizardtheo> I have some ideas on raymarching that could help a lot
[11:55:47] <Domx> The other way I guess is to have the scripting language really be the main entry point of an application and for it to call systems which return, and allow it to manipulate, resources.
[11:55:54] <wizardtheo> speed things up and make them look better
[11:56:03] <neure> for example?
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[11:56:26] <wizardtheo> Well... firstly... you know a binary search tree algorithm...
[11:56:31] <wizardtheo> like the "number guessing game"
[11:56:31] <neure> Domx, scripting is offtopic for ##OpenGL
[11:56:55] <wizardtheo> we could do that for the ray that we are marching... this would allow us to use much bigger "jumps"
[11:56:57] <Domx> neure, that's a first
[11:57:11] <neure> there are probably better channels
[11:57:15] <neure> maybe #gamedev
[11:57:18] <wizardtheo> i agree
[11:57:24] <Domx> neure, and the script will draw a triangle
[11:57:34] <neure> wizardtheo, known as "acceleration data structures"
[11:57:44] <wizardtheo> neure, it's not a data structure
[11:57:45] <wizardtheo> :P
[11:58:12] <neure> wizardtheo, you mean more like a adjust step size?
[11:58:36] <wizardtheo> yes,
[11:58:43] <wizardtheo> but doing it like that "number guessing game"
[11:58:52] <wizardtheo> binary search tree
[11:59:16] <wizardtheo> http://www.cut-the-knot.org/blue/Cards.shtml
[11:59:41] <wizardtheo> let's say I choose a number between 0-1000 but I can't tell you which
[11:59:49] <wizardtheo> all i can tell you is "is it higher or lower than your guess"
[12:00:13] <wizardtheo> theres a simple technique to really cut down the number of guesses
[12:00:34] <neure> wizardtheo, the link i posted to shader toy uses distance aided raymarching
[12:00:36] <neure> wizardtheo, http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
[12:01:22] <wizardtheo> yeah I know
[12:01:30] <wizardtheo> im talking about going one step beyond that
[12:01:38] <wizardtheo> beyond distance aided raymarching
[12:02:04] <wizardtheo> the problem with distance aided raymarching is that most of the time is spent "close to the surface"
[12:02:23] <wizardtheo> and without a "constant small step size" to counter this, in fact the time spent would be infinite
[12:02:52] <wizardtheo> typically we d something like: Length += max(Dist, episilon);
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[12:03:32] <wizardtheo> I think its a good idea but I suppose most people wouldn't understand it unless I did it :/
[12:03:51] <neure> so hybrid distance aided / bisection, Newton?
[12:04:05] <wizardtheo> yeah basically some kind of hybrid
[12:04:30] <wizardtheo> i'd like to give it a go
[12:04:40] <wizardtheo> see if i can speed up raymarching in general
[12:05:07] <wizardtheo> would be a good challenge
[12:05:21] <wizardtheo> i got a few other ideas too, but i guess they are also hard to understand unless I did them
[12:06:03] <wizardtheo> i guess im an optimisation freak
[12:06:21] <wizardtheo> useful for games though :) increases framerates
[12:08:11] <neure> does distance aided somehow work with generic meshes?
[12:08:31] <neure> have people done that with distance field volume textures for example?
[12:08:48] <wizardtheo> hmm... I don't know what you mean generic meshes, honestly im quite new to all this
[12:09:03] <wizardtheo> generic meshes sounds like normal vertexes used for polygon rendering
[12:09:08] <neure> yup
[12:09:21] <neure> there is no direct way to quickly figure out distance
[12:09:23] <wizardtheo> triangles are pretty slow to raymarch against
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[12:09:45] <neure> unless you have voxelized the mesh
[12:10:07] <wizardtheo> yeah true
[12:10:21] <wizardtheo> http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm the triangle equation is so large
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[12:12:32] <neure> so you'd only want to trace as few triangles as possible
[12:12:39] <wizardtheo> neurre I think however, some companies are trying to do raymarching against triangles, im pretty sure PowerVR is making a raymarching hardware for triangles ONLY
[12:13:04] <wizardtheo> honestly I think thats a mistake but whatever its their company https://www.youtube.com/watch?v=rjvaxcM4g7c
[12:13:42] <neure> I once had simultanous support for opengl and openrl in my engine
[12:14:12] <neure> might try again openrl one day
[12:14:26] <wizardtheo> honestly neure I spent more time learning this stuff than doing it
[12:14:27] <mudlord> neure: read inigo's articles on distance fields + polygons?
[12:14:35] <wizardtheo> i just got a basic raymarcher working 3 days ago
[12:14:45] <wizardtheo> im no expert
[12:15:09] <wizardtheo> but i cant help but want to optimise stuff
[12:15:25] <wizardtheo> if its unoptimised its wrong (How my brain works)
[12:18:18] <wizardtheo> typically neurre if you want to do raymarching/tracing fast, you want to use other shapes than triangles
[12:18:29] <wizardtheo> inigo has loads of good examples of this
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[12:19:33] <neure> mudlord, browsed them
[12:19:56] <neure> wizardtheo, other shapes have limited uses
[12:20:35] <wizardtheo> well... yes
[12:20:36] <neure> authoring non-triangle content is rare
[12:21:05] <wizardtheo> unless you are a math genius like the people at shadertoy
[12:21:15] <wizardtheo> (not me)
[12:21:41] <mudlord> and me :D
[12:21:44] <mudlord> I just use fractals
[12:21:46] <mudlord> :D
[12:21:48] <wizardtheo> haha
[12:21:59] <wizardtheo> the "triangle prism" SDF is a lot simpler than the triangle SDF
[12:22:09] <wizardtheo> using a small enough "width"
[12:22:24] <wizardtheo> would make it just as good, I think
[12:22:57] <neure> once i thought i'd raytrace cone directly, without distance aided marching
[12:23:06] <neure> turned out it is pretty expensive
[12:23:41] <wizardtheo> yeah
[12:24:10] <wizardtheo> so you gave up?
[12:24:51] <neure> well i got it pretty much working but it was much longer shader than i thought it would be
[12:25:06] <neure> so i did not use it
[12:26:49] <wizardtheo> SDFs should be able to speed it up?
[12:28:55] <wizardtheo> well anyhow, I guess in the next week or so I'll see if I can speed up inigo's shader here https://www.shadertoy.com/view/Xds3zN
[12:29:36] <wizardtheo> even if I fail its a good learning experiment
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[13:45:29] <ville> there was someone asking about gamma correction the other day, but forgot the name, this might be of interest: http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
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[15:45:57] <Xeek> Good Morning
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[17:19:18] <bookmark> sup
[17:20:08] <bookmark> i'm having some trouble multiplying a vector size 4 by an inverse matrix. Not sure if the matrix is built wrong or what.
[17:20:35] <bookmark> i was basically using this code: http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
[17:21:56] <bookmark> not really sure what i'm asking, just wanted to know if anyone ever done something like this i guess, and could they share some code?
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[17:23:52] <bookmark> ah i think i see the issue i didn't make the return a reference is probably the problem
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[17:25:14] <bookmark> yeah nevermind i got it
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[17:41:08] <flavi0> if i delete a texture with glDeleteTextures, will the memory allocated by glTexImage2D also be freed?
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[17:48:27] <Xeek> the docs only lead me to beleve glDeleteTextures only guarantees that the name is available again, nto that the video memory is freed
[17:50:19] <Stragus> flavi0: It will be freed, or kept reserved for future use. May also not be freed immediately if the texture is in use by buffered drawing commands
[17:51:38] <flavi0> Xeek: yeah that makes me wonder.
[17:52:08] <flavi0> Stragus: ok so in any case there's no additional deallocation to be performed on my side, so good. thanks!
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[17:52:53] <Xeek> i guess you're just at the mercy of the vid driver
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[19:15:09] <nkr> Hello Im trying to implement a perspective matrix and its stretching on the Y. Im on 4:3 aspect and for some weird reason it works correctly with 1:1 aspect. Could anyone help me debug that?
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[21:17:14] <afl_ext> Hi
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[21:17:34] <afl_ext> What can make refract of 2 normalized 3d vectors return vec3(0) ?
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[21:17:56] <afl_ext> im pulling my haird for too much time now, reflect negative incident vector with normal vetor works absolutely fine
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[21:19:58] <foobaz> maybe a NaN or a division by zero?
[21:20:09] <afl_ext> im sure not
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[21:23:33] <afl_ext> ehh so i will go with reflect then
[21:23:46] <foobaz> do you know which inputs are causing the undesirable outputs?
[21:23:56] <afl_ext> hmm good way
[21:23:58] <afl_ext> let me check
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[21:28:44] <afl_ext> foobaz its the incident vector
[21:29:06] <foobaz> can you reconstruct the equation that is evaluating to zero?
[21:29:15] <foobaz> if you do the math by hand it might become obvious what's going wrong
[21:29:34] <afl_ext> this vector
[21:29:39] <afl_ext> is camera view direction
[21:29:52] <afl_ext> reconstructed from fustum cone or whatever its called
[21:30:01] <afl_ext> it canot be zero in any case and it works for everything else
[21:30:12] <afl_ext> and it works for some values
[21:30:14] <afl_ext> let me show you
[21:30:32] <afl_ext> http://i.imgur.com/OuoRIoW.png
[21:30:49] <afl_ext> the result on water, black and coloured is abs(refract result)
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[21:32:26] <afl_ext> http://i.imgur.com/ggCS9Jp.jpg and this is reflect instead of refract with the same parameters
[21:32:40] <afl_ext> without refraction index
[21:33:16] <afl_ext> fuck
[21:33:28] <afl_ext> now i changed refraction index to 0.66 instead of 1.33 and it works fine
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[21:33:30] <afl_ext> =,=
[21:37:25] <afl_ext> foobaz why it cant be over 1.0?
[21:41:06] <derhass> afl_ext: it can be over 1
[21:41:25] <afl_ext> derhass ive read somewhere i should use 1.33 for water
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[21:42:11] <derhass> however, with values over one, you are likely to end up with no refraction at all
[21:42:35] <afl_ext> total reflection?
[21:42:57] <afl_ext> i must read about it
[21:43:01] <afl_ext> thank you
[21:43:04] <derhass> https://www.opengl.org/sdk/docs/man/html/refract.xhtml
[21:43:11] <derhass> look at the actual formula
[21:43:23] <derhass> you are hitting the special case k < 0
[21:43:27] <afl_ext> i see
[21:43:28] <afl_ext> yes
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[22:45:29] <btipling_> afl_ext what file formats are the 3d models you use usually in?
[22:46:22] <afl_ext> btipling_ for game loading its raw vbo format i can direcly copy without doing anything
[22:46:39] <btipling_> afl_ext do you convert them info fbo from something else?
[22:46:40] <afl_ext> i have converters to convert from obj and assimp supported
[22:46:50] <btipling_> did you write the converters yourself?
[22:46:53] <afl_ext> yes
[22:47:26] <btipling_> afl_ext what file formats do your converters know?
[22:47:28] <btipling_> is it a lot?
[22:47:39] <btipling_> like .obj .blend .stl
[22:47:43] <afl_ext> obj i wrote by myself and you can also try assimp but its super messy
[22:47:44] <afl_ext> obj mostly
[22:47:47] <btipling_> nice
[22:48:20] <btipling_> I was looking at the unreal and unity asset stores and I saw all kinds of weird file formats I hadn't ever seen before
[22:48:33] <btipling_> I can work with .obj and .3ds, but I don't really want to deal with other ones :\
[22:48:34] <afl_ext> use blender to convert :)
[22:48:37] <btipling_> I can convert .blend to .obj yeah
[22:48:48] <afl_ext> sometimes it will be mess
[22:48:49] <btipling_> I don't know anything about blender except how to export
[22:48:52] <btipling_> :P
[22:48:59] <afl_ext> i once tried to load FBX with instancing support
[22:49:04] <btipling_> hrm
[22:49:08] <afl_ext> it almost worked but never 10)%
[22:49:09] <afl_ext> 100%
[22:49:27] <btipling_> maybe there's paid software that can do that
[22:49:38] <afl_ext> basic blender knowledge is easy to learn and super useful
[22:49:45] <btipling_> idk, there are enough .blend and .obj models out there that I don't really care
[22:49:50] <btipling_> what else do you use blender for?
[22:50:00] <afl_ext> sometimes i do some things in it to correct models
[22:50:04] <btipling_> oh
[22:50:06] <noizex> yo afl_ext
[22:50:11] <afl_ext> or generate some
[22:50:14] <afl_ext> yo noizex
[22:50:32] <btipling_> afl_ext I frequently look at your youtube for inspiration :P
[22:50:38] <btipling_> I wan to be that good
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[22:50:50] <afl_ext> btipling_ I will make one video public for you, from yesterday
[22:50:54] <btipling_> thanks!
[22:50:58] <btipling_> make them all public :P
[22:51:21] <afl_ext> all are public and this one is not, only one
[22:51:22] <afl_ext> https://www.youtube.com/watch?v=5zWSAoLf9b8
[22:51:36] <afl_ext> i was showing weird clouds movement here
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[22:52:00] <btipling_> wow
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[22:52:23] <btipling_> did you use a well known technique for those clouds?
[22:52:29] <afl_ext> no
[22:52:36] <afl_ext> im working on my own for like
[22:52:37] <afl_ext> hmm
[22:52:39] <afl_ext> 7 months now
[22:52:43] <btipling_> is that ray casting?
[22:52:50] <afl_ext> a bit yes
[22:52:52] <afl_ext> ray marching
[22:53:00] <btipling_> that's amazing
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[22:53:10] <btipling_> you should publish a paper
[22:53:16] <afl_ext> haha
[22:53:21] <afl_ext> noo really
[22:53:25] <afl_ext> its not that "innovative"
[22:54:04] <afl_ext> http://i.imgur.com/7wdSaQO.jpg
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[22:54:28] <afl_ext> the solution is environment, so clouds water sun and fog
[22:54:35] <afl_ext> http://i.imgur.com/Nyzgo3G.jpg
[22:54:45] <btipling_> I finally got a functional lookAt function so I have 3d camera movement now, that's where I'm at
[22:54:46] <noizex> I need to play with that Horizon: ZD cloud solution
[22:55:01] <btipling_> https://www.youtube.com/watch?v=TS2C6CFGYcY
[22:55:06] <noizex> gathered bits and pieces of information and even have shaders code from stingray
[22:55:07] <btipling_> so a couple of years behind you afl_ext :P
[22:55:12] <noizex> and they implemented it
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[22:56:30] <btipling_> http://i.imgur.com/Nyzgo3G.jpg
[22:56:31] <btipling_> that is so nice
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[22:56:48] <afl_ext> fog actually respects shadows
[22:57:22] <btipling_> afl_ext are you paid to do graphics development?
[22:57:28] <afl_ext> no
[22:57:33] <btipling_> what do you do?
[22:57:41] <afl_ext> php+c# bullshit
[22:57:45] <btipling_> same haha
[22:57:46] <afl_ext> corporate shit
[22:58:01] <btipling_> not C#, php and javascript :P
[22:58:38] <btipling_> afl_ext you know what got me into wanting to do this is the adventure game documentary where you see game engine designers at work
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[22:59:01] <afl_ext> i didnt watch this i think
[22:59:03] <afl_ext> i dont remember
[22:59:12] <btipling_> https://www.youtube.com/playlist?list=PLIhLvue17Sd7F6pU2ByRRb0igiI-WKk3D
[22:59:16] <btipling_> it's really good
[22:59:17] <afl_ext> i recall some cd project red
[22:59:27] <afl_ext> ah this, so i dont know this
[22:59:29] <btipling_> it shows everything involved in making a game (and failing at it)
[22:59:37] <btipling_> but the bits involving the engineers
[22:59:45] <btipling_> where they make a 2d adventure game in a 3d kind of world
[22:59:49] <btipling_> it's really cool
[22:59:54] <btipling_> and they just build their entire own system
[22:59:59] <btipling_> with their own paint and animation tools
[23:00:05] <afl_ext> hehe
[23:00:09] <afl_ext> they have tose tools
[23:00:10] <btipling_> and you can see how the animators and designers and artists use it
[23:00:18] <afl_ext> i build shit from total scratch because i like it
[23:00:19] <btipling_> no no they made them, they show you making them
[23:00:21] <btipling_> yeah
[23:00:22] <afl_ext> aa
[23:00:23] <btipling_> that's what they did
[23:00:27] <btipling_> they made it all from scratch
[23:00:35] <btipling_> yeah I want to make it from scratch too
[23:00:35] <afl_ext> it must be fun
[23:00:38] <btipling_> yeah
[23:00:40] <btipling_> and to be paid for it
[23:00:49] <btipling_> maybe someday
[23:00:53] <afl_ext> i get job proposals about game development but I refuse
[23:01:00] <btipling_> why
[23:01:06] <btipling_> you should work at an indie studio
[23:01:09] <afl_ext> if I would have to do this for cash, on time constrains and management
[23:01:12] <afl_ext> it wont be fun
[23:01:21] <btipling_> I think indie game dev would be fun
[23:01:21] <noizex> imagine doing it all day then coming back home and what?
[23:01:21] <noizex> ;)
[23:01:30] <btipling_> I'd just be working at it at home too :P
[23:01:41] <afl_ext> btipling_ indie dev studios cant even compete with my current salary
[23:01:41] <noizex> I prefer to have relaxed job and plenty of time to do my own thing
[23:01:51] <noizex> at least I won't hate it because I _have_ to do it
[23:01:58] <afl_ext> noizex yesss
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[23:02:15] <btipling_> afl_ext they can, I mean a real established independent studio, like double fine, not people working out of their garage
[23:02:16] <noizex> I'd have to work at some top position in CDPRED to be close to my current salary too
[23:02:20] <noizex> not going to happen ;D
[23:02:24] <btipling_> independent studios sometimes work with big publishers
[23:02:27] <btipling_> but their independent
[23:02:32] <btipling_> they're not owned by the publisher
[23:02:41] <afl_ext> noizes gwent kill the servers tomorrow
[23:02:45] <afl_ext> noizex^
[23:02:47] <btipling_> like ea owns dice and activision owns infinityward, I don't mean like that
[23:03:08] <btipling_> and I don't mean people barely getting their stuff on steam green light either
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[23:03:12] <btipling_> I mean like double fine
[23:03:27] <noizex> beta test tomorrow?
[23:03:34] <afl_ext> btipling_ I need to switch to android to make things popular
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[23:03:42] <btipling_> mobile games aren't fun :/
[23:03:53] <afl_ext> noizex not really beta but just 4 hours playing with premade decks
[23:04:04] <afl_ext> to kill the servers, they want to measure the laod to not fuck up on release
[23:04:12] <noizex> wise thing to do
[23:04:14] <noizex> ;)
[23:04:19] <afl_ext> i agree
[23:04:24] <afl_ext> poland stronk
[23:04:36] <noizex> I wouldn't want their stock to plummet
[23:04:44] <btipling_> who?
[23:04:46] <noizex> because of some stupid thing
[23:04:57] <afl_ext> noizex investing in CDRED?
[23:04:58] <noizex> let them earn me some moar
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[23:05:07] <noizex> yeah a bit
[23:05:11] <afl_ext> lately there was some peak but now its decreasing
[23:05:29] <noizex> was going sideways for months but then went up like 50%
[23:05:34] *** stefkos <stefkos!~stefkos@82.177.144.226> has quit IRC (Quit: Leaving)
[23:05:36] <noizex> now it's probably again sideways
[23:05:59] <btipling_> tbh my wife doesn't like to hear this but I don't really care about salary, I just want to work on stuff I like doing :P
[23:06:04] <noizex> they have crazy capitalization and that's dangerous ;)
[23:06:14] <afl_ext> i played on virtual stocks and i have 364% of initial
[23:06:40] <afl_ext> on CD RED purely
[23:06:52] <btipling_> oh you guys are talking about the company that makes witcher games
[23:06:57] <afl_ext> yeah
[23:07:00] <afl_ext> poland strong!
[23:07:08] <btipling_> I love that game, that studio is amazing
[23:07:21] <btipling_> another one is the arma 3 creators
[23:07:31] <afl_ext> they went to jail
[23:07:33] <btipling_> bohemia interactive
[23:07:35] <btipling_> who went to jail
[23:07:38] <afl_ext> those are those guys?
[23:07:41] <btipling_> ?
[23:07:41] <afl_ext> arma developers
[23:07:46] <afl_ext> or somehting like that
[23:08:02] <afl_ext> some guys creating military simulation game went to jail for spying on actual israel military base
[23:08:03] <btipling_> oh the ones that got in trouble for going to some island
[23:08:04] <btipling_> yeah
[23:08:07] <btipling_> yeah they did
[23:08:12] <btipling_> international incident
[23:08:15] <afl_ext> :D
[23:08:19] <btipling_> but they were just trying to make a realistic map lol
[23:08:23] <btipling_> that's dedication
[23:08:30] <btipling_> afl_ext you live in south america?
[23:08:31] <noizex> hehe
[23:08:37] <afl_ext> they will have most detailed jail cells
[23:08:39] <afl_ext> im from poland
[23:08:41] <btipling_> oh
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[23:09:08] <btipling_> I thought that because of the music you use
[23:09:11] <btipling_> in your videos
[23:09:12] <btipling_> :P
[23:09:14] <afl_ext> :d
[23:09:19] <afl_ext> i like that music
[23:09:25] <btipling_> that's tejano?
[23:09:32] <afl_ext> cuban classics
[23:09:46] <btipling_> oh
[23:09:54] <btipling_> yeah that's not tejano
[23:10:10] <btipling_> I looked at traveling to pland
[23:10:13] <btipling_> poland
[23:10:16] <btipling_> seems like an amazing place
[23:10:19] <btipling_> I go to germany often
[23:10:26] <afl_ext> it is not that nice
[23:10:31] <btipling_> why not
[23:10:39] <afl_ext> its so normal, gray
[23:10:40] <btipling_> it seems very quiet and relaxed
[23:10:41] <afl_ext> nothing here
[23:10:48] <btipling_> it's only normal to you because you live there :P
[23:11:01] <afl_ext> it depends where in poland you want to travel
[23:11:08] <btipling_> everywhere
[23:11:14] <noizex> the grass is always greener... and so on
[23:11:14] <noizex> ;)
[23:11:18] <btipling_> yep
[23:11:21] <btipling_> I think san francisco is normal :P
[23:11:31] <btipling_> it's not that nice
[23:11:50] <afl_ext> btipling_ today i realized that in west coast theres always sunset on ocean
[23:11:59] <btipling_> well
[23:12:03] <btipling_> I can't see the ocean usually
[23:12:08] <btipling_> I can see the bay
[23:12:23] <btipling_> the ocean is behind a lot of hills around here
[23:12:33] <btipling_> you have to be like, at the beach
[23:12:34] <btipling_> to see it
[23:12:49] <btipling_> and it's not like a warm beach, all the water comes down from alaska
[23:12:52] <afl_ext> poland best thing is that everything is so fucking cheap its unbeliveable for not that poor country
[23:12:54] <btipling_> so it's not any fun to go into the water
[23:13:05] <btipling_> poland has amazing history
[23:14:12] <afl_ext> if you were to come to poland go to silesian region on occasion so we can get drunk
[23:14:27] <noizex> speaking of cheap, I just got bethesda anthology, not sure what for though
[23:15:05] <btipling_> ok
[23:15:11] <btipling_> :)
[23:15:34] <btipling_> noizex is there a digital version of it?
[23:15:41] <noizex> no idea, but the box is pretty nice
[23:15:42] <btipling_> I want to play the earlier games
[23:15:49] <btipling_> I don't have an optical drive
[23:15:54] <noizex> somehow possessing all these games felt just right
[23:15:56] <noizex> so I bought
[23:15:56] <btipling_> I love elder scrolls lore
[23:15:56] <noizex> ;)
[23:16:08] <btipling_> I frequently replay morrowind, oblivion and skyrim
[23:16:19] <btipling_> I have morrowind modded to look much nicer, but no mods for the other ones
[23:16:29] <noizex> there is this open mw now
[23:16:36] <noizex> I think it's still actively developed
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[23:17:18] <btipling_> optical drives are a waste of precious case space :P
[23:17:31] <afl_ext> i tried to hack into skyrim to make multiplayer but i failed
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[23:17:55] <btipling_> that would be really hard
[23:18:03] <afl_ext> not that much
[23:18:15] <afl_ext> i made multi from scratch for gta IV not using the built in one
[23:18:19] <afl_ext> it was not that bad
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[23:18:21] <btipling_> the animations are probably all broken for non-npc
[23:18:39] <afl_ext> all can be done
[23:18:41] <btipling_> er
[23:18:42] <btipling_> nm
[23:18:46] <btipling_> it has third person
[23:18:53] <btipling_> I forgot
[23:19:05] <btipling_> hrm
[23:19:30] <btipling_> ok but seeing the same thing
[23:19:36] <btipling_> besides just each other
[23:19:40] <btipling_> that seems like it would be hard
[23:19:49] <afl_ext> yeah
[23:19:50] <btipling_> like if there's an animal or an attacker
[23:19:55] <afl_ext> npc sync is heavy
[23:19:56] <btipling_> how do you synchronize that
[23:20:20] <afl_ext> remove every not sync NPC and make your own on server side and stream it
[23:20:22] <afl_ext> or
[23:20:42] <afl_ext> player closest to NPC process it and broadcast
[23:20:48] <btipling_> that's what I was thinking
[23:20:50] <afl_ext> gta V uses the second one
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[23:21:10] <btipling_> how do you trigger the animations for the npc
[23:21:14] <btipling_> and the dialogs
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[23:21:19] <afl_ext> no idea
[23:21:24] <btipling_> :/
[23:21:50] <btipling_> I think being able to see other people play would be a nice add on if it doesn't exist
[23:22:01] <btipling_> like in observer mode
[23:22:21] <btipling_> you'd still have to sync everything but not worry about the interaction
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   September 22, 2016  
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