Cool shit you've done

ITT: Post cool shit that you've done

Attached: gen.webm (600x360, 1.93M)

Other urls found in this thread:

pastebin.com/raw/v1hpaR1x
my.mixtape.moe/yrdjrl.ogg
my.mixtape.moe/kzeteu.ogg
my.mixtape.moe/eacscc.ogg
my.mixtape.moe/zeefdt.webm
my.mixtape.moe/vsypjs.mp4
my.mixtape.moe/knplzd.mp4
forum.xentax.com/viewtopic.php?f=10&t=7762&sid=5321301e65cec300405ef80d1203d293&start=15
github.com/AndreyNaz/ImageToAscii
drive.google.com/open?id=1MJ344cLJI9eFIq4PX51w0Ajd_OUhbzXZ
mega.nz/#!pwtnmKAI!rpyB8Vnp90BHrI8TaeoV-RhszJ2jMv71mbkzJihDnhM
mega.nz/#!IoURFSib!mvxebNwDQmZ6kMCFsudopb7sKaueSbg-EQM3cQyLB7E
bpaste.net/show/9836d5273e0e
efukt.com
worldothello.org/ratings/player?searchPlayerInput=SUGAWARA Misa
twitter.com/NSFWRedditGif

Looks cool, but what is it?

Prototype for a procedural generation algorythm in a Dungreon Crawler

Attached: 1520346602186.png (881x408, 17K)

Why does it connect separate parts us that suppose to connect different areas?

noice

Othello AI using minimax with ab pruning.

I shit in the shower then went on leave. The First Sergeant put all troops that stayed behind on a rotating guard of the latrine in case the phantom shower shitter should approach again. Everyone was hella pissed and I never fessed up of course. It was a glorious Christmas.

Post pic/video of it in action

phoneposting I'll do it when I get home

It's supposed to create one big maze where everything is connected, otherwise it could accidentally leave sealed areas that are inaccessible and we don't want those because chests and stuff could get placed in them

Attached: roosm.webm (600x400, 2.8M)

Attached: roomspt2.webm (600x400, 2.61M)

Last one from that recording

Attached: roomspt3.webm (600x400, 1.29M)

LA-MULANA map renderer.

Trying to figure out how DirectMusic works so I can also have the music of the map play in the background.

Attached: lamulana.png (987x766, 22K)

Guess I'll post a couple things I've done. Starting out with a 3D engine with texture mapping that I wrote entirely from scratch.
You're not misreading the framerate. All 3D/texture code is python running entirely on the CPU, single threaded.

Fuck me, forgot to select the image.

Attached: Capture.png (807x808, 134K)

What polygon fill algorithm do you use

Here's a webm I made a while ago.
I used this for visualizations in the advent of code threads, so I've got a couple. I won't post them unless asked though.

Attached: 3D engine demo.webm (800x800, 2.97M)

quicksort

It's affine mapping, using my own weird-ass triangle drawing algorithm.

Continuing on with a map viewer for Corpse Party (PSP).
I've been working on making both my own engine that's compatible with the game, as well as modding the base game. The only thing preventing me at the moment is a custom CRC on the data pack that I haven't figured out yet. I have a small program that calculates it from the only existing fan translation, but the algorithm's been lost and my x86 reverse engineering skills are basically nonexistent.

Attached: Capture.png (1919x1041, 295K)

Elaborate if you don't mind
I'm also building something similar but the fill looks ugly and hacks so I'm curious because yours looks nice

Here's a python 2 one-liner that generates music. No exec/repr/eval/semicolon cheating.
pastebin.com/raw/v1hpaR1x
It triggers the spam filter, so can't post it here. Open the file it makes as unsigned 8-bit audio at 44.1 khz, or listen here if you can't be bothered to run it yourself: my.mixtape.moe/yrdjrl.ogg
I'm currently working on versions that play the main theme and title music from Devil's Crush (TG16), and have fully transcribed both already. My recreations can be heard here: my.mixtape.moe/kzeteu.ogg (main theme), and my.mixtape.moe/eacscc.ogg (title)

Sure, just a moment

The main problem with my algorithm is that it uses floats for almost everything, resulting in inaccuracies and general slowness compared to ints.
To begin with, it orders the vertices top to bottom, and creates a point at the same y position as the middle point on the opposite line (which goes top to bottom). This allows the triangle to be split into 2 triangles, each that can be filled in by connecting the left line to the right line (simplifying the fill process).
All corresponding points are also kept track of on the texture triangle, with the in-between one being determined by the fraction along the line the one on the to-be-filled triangle is. This fraction along the line process is also used for the texturing.
Then, for each line in both the top and bottom triangles, it steps through the pixels left to right, filling them in. Because it knows how many steps it needs to take per line, it can divide the distance of the corresponding line across the texture by that to get how far it has to step (both x and y) on the texture for each pixel.
This means that, given a starting position and how far to step on the texture per pixel, each pixel in a line is as simple as to set it to the colour of the selected position on the texture, and add the change in position to the selected texture position.

The extensive use of floats could be replaced with some other integer based line drawing algorithm (Bresenham's, for instance), but I haven't needed to rewrite it yet.
Sorry if my explanation is confusing, I'm tired as fuck and don't really know how to simplify it.

Attached: output.webm (972x486, 172K)

It makes sense what you said but I don't see how splitting the triangle makes it simpler. Is it specifically for filling with textures or filling in general that this technique comes in handy?

Both, but mainly textures. It makes it so that you don't have to switch which edges you're doing math on part-way through.
It can be done without splitting, but it's another check within the loop and reassigning much of the variables in the middle of it.

Oh I see. That exact issue is the source of a lot of my problems. I'll look into implementing it and see if my results are any better. Thanks.

Really cool. I wish I had the patience to do stuff like this. Every time I come home from work though I just want to play games and relax instead.

looks like shit

I don't really have the patience either, I only do something like this at most once a year, only when I get the inspiration to do something. Work on these is usually spread out sporadically over months or years, whenever I feel like trying something different.
While not for the purpose of the one-liner, the music transcriptions I linked in took me 2 hours for the title music and 25 hours for the main theme, spread over a month.
The main theme took so much time because it's full of shit like pic related. Here's that part with sound: my.mixtape.moe/zeefdt.webm

Attached: Capture.png (1012x817, 60K)

share that and i'll suck your dick op

Don't know I'd describe this as cool but last couple of days I made this wave generator. Plays the tone of the wave as well as displays it. Will I ever get a job?

Attached: wave.jpg (1788x967, 47K)

my.mixtape.moe/vsypjs.mp4

But is it capable of THIS?

great, now I'm going to have to spend the next month building this thing.

sure you will user, i believe in you

How about you try this one?
my.mixtape.moe/knplzd.mp4

If that program includes a built in sequencer I'm fucking jealous

so you're ops grandpa?

It can read from the keyboard, my piano, or play the melody that I built in to it in real time. I have made a midi file parser, but haven't added it to that yet.
I was planning on making a midi editor, but the crude way I'm outputting real-time audio in pygame (which "doesn't support" it) makes it too unstable for proper use.
It's currently using FM synthesis that I threw together on the spot.
It wasn't all that hard really, just making sure the math for the note generation worked is the hardest part.

That's pretty neat user.

It's a simple job
1 - Create a binary perlin map for some smooth blob-like shapes
2 - Choose a random white tile to start flooding (turn adjacent white tiles into grey tiles)
3 - After the area is flooded, check if any white tiles still exist
4 - Build a path starting from a random white tile towards a random grey tile (add curves to the path with sin&cos so it won't be a straight line)
5 - Continue the flood, then go back to 3 etc. repeat until whites don't exist

>repeat until whites don't exist
doesn't the game collapse after that?

No because to choose a random white tile you need to find it first, so when you just cannot find any you know the work's done and the program stops

Attached: zapp.jpg (512x511, 20K)

Good thread.

how the fuck

>repeat until whites don't exist

Attached: IMG_20190121_175006.jpg (524x293, 38K)

Converts images to text. Playing around with the sliders looks really cool, as the text changes in real time. I could share the exe, but no one will want to open it and it only works on windows anyway.

Attached: Capture.png (2479x1079, 107K)

I used to shit near barrack entrances during the night, one time some poor soul slipped on that shit and nearly got a concussion. After that I laid low trying to not reveal my bowel power level.

As a windows fag, my problem isn't really the platform, but more that it's not the best idea to run random binaries posted anonymously on Jow Forums. Just my opinion, and a general rule of thumb.
Looks pretty neat though, I really should get around to making my own at some point.

I know, I wouldn't run a random exe from Jow Forums either, that's why I won't bother posting it.

Attached: Capture.png (2478x1079, 180K)

While not as epic, reminds me of how I used to sometimes eat a fuckton of cheddar jalapeno poppers before going to school, and rip a massive but quiet fart as I left classrooms first (forcing everyone to walk through a fresh cloud of hell).
They're seriously rancid smelling, and the smell lingers for a couple minutes and sticks to clothing. Because everyone left so close together, nobody could tell it was me.
It's fun to be an ass sometimes.

>>>/leftypol/

>LA-MULANA
Absolutely based.

Not sure if you are still around, but here is some code for unpacking that image.

forum.xentax.com/viewtopic.php?f=10&t=7762&sid=5321301e65cec300405ef80d1203d293&start=15

Looks like C# btw. I'm in linux and can't build it.

once beat the shit out of a t43 because the screen wouldnt come out
going to beat the shit out of a l520 because it wont boot

Thanks, I'm still around (was about to go to sleep).
I've already seen that, and through my own efforts have already figured out the entire format already. The only part of the format I don't know is how the CRC works, which I've actually spoken to that guy about through email about half a year ago.
The compression is bog-standard lzss with some variables changed, and the CRC is just standard CRC32 up to 128 bytes, where the algorithm deviates.
The poster of that said that if they still had the CRC code, it's on their old computer which isn't currently hooked up. The forum that they initially posted it on to help the translation has since gone offline with no archives.
I can post the tiny executable that calculates it if someone wants a go at reverse engineering it, it should be pretty simple. I just have no experience with x86 assembly, so I haven't yet.
The game refuses to run if the CRC is incorrect, so I've got no choice unless I want to modify the game engine itself which I definitely don't have the experience/knowledge/tools to do.

Pussies. Running random internet exe's is what puts hair on your chest.

>readme.txt.exe

What about the source?

please post this somewhere after you finish it

I would give it a go, but don't get your hopes up, I'm kinda busy lately. If it is easy though, it might not take that much time. I have the ISO if you know the name of the executable. Otherwise I would need the file.

aight
github.com/AndreyNaz/ImageToAscii

How does it know when to stop? Just some level of complexity you give it?

The complexity of the program is honestly not the best possible

Attached: invaders.gif (300x111, 397K)

>github.com/AndreyNaz/ImageToAscii

I ain't compiling that shit, give me a win32 binary

You asked for source. Anyway: drive.google.com/open?id=1MJ344cLJI9eFIq4PX51w0Ajd_OUhbzXZ

>windows
What you're doing at this board?

>You asked for source

No I didn't you fucking cocksucker, that was my first post in this thread

>jewgle
Ain't clicking that shit, nigga.

THE ABSOLUTE STATE OF GEE

fuck off with your manchild larp shit fucking cunt

>I literally can't believe I'm at the wrong place of the internet

Seems to work. Hopefully there wasn't a virus. I give it 6/10, the zoom level doesn't pull out far enough

Attached: Untitled.png (1440x900, 70K)

a portal system that manipulates scale and gravity

Attached: quick4tyler.webm (1240x568, 1.97M)

lose32* as I've recently taken to calling it

and a custom collision system because unity's is fucking garbage (could not deal with converging colliders seen in the background)

Attached: collision1.webm (698x504, 616K)

Nice. The resizing slider is easily fixable, the font can't really be made smaller.

Why not just use rpg maker

Yeah fix that and it's golden. I remember using similar programs years ago and they always froze up the browser / computer but yours is buttery smooth which impressed me.

>hurr durr i'm a giant unemployable faggot

What ASCII program is that?

>cool shit
>that video

At least you got the shit part right.

(S)he's a coding genius and made it from scratch, probably works for google or something. Link is here

Sorry about the late reply, wasn't watching the thread.
Here's the executable that calculates the CRC: mega.nz/#!pwtnmKAI!rpyB8Vnp90BHrI8TaeoV-RhszJ2jMv71mbkzJihDnhM
It calculates the CRC of a file, and saves the CRC in a file in the same directory. Again, it's just standard CRC32 up until byte 128 at which point it switches algorithms.
If you're wondering, it's taken from this tool set from the translation: mega.nz/#!IoURFSib!mvxebNwDQmZ6kMCFsudopb7sKaueSbg-EQM3cQyLB7E
I can't prove the validity of the rest of the programs, but I don't need them for anything. If you do figure out the CRC (or at least, more about it) and the thread is dead, please [email protected]. Thanks!

While I could use RPG Maker for a clone, it defeats the point of being to mod the base game, and all the formats need to be figured out anyway.

kys

made what I could maybe call my first real program
>actually uses oop
>some of the methods are pretty fucked
for->do-while->try-catch->switch all in one method
Are you proud of me?

what heuristic did you use?

Automatic efukt downloader:
bpaste.net/show/9836d5273e0e
Run as
filename.py efukt.com

It will download every single video from the website in the current directory.
You're welcome.

qt3.14 othello champ worldothello.org/ratings/player?searchPlayerInput=SUGAWARA Misa

Based, thx

u mad faget

A convolution neural net from scratch in C++
Took me very long to calculate gradients for backpropagation
wasn't even worth it since it performs worse than python libraries.
It satisfies my ego though

>no goto
try harder next time

>oop
>goto
retard detected

Do people actually do that, and by people I don't mean the people who does siterips? All of their videos probably will be huge.

he said he used a switch which could be considered an extended set of goto's