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DDraceNetwork
DDraceNetwork / off-topic
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Between 2022-08-02 00:00:00Z and 2022-08-03 00:00:00Z
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You know what I always wanted to make? I have no idea how to code, but I always wanted to make a modular pattern grid.
05:44
Something like this, concept made in Adobe Animate
05:46
Something that evolves and morphs, much like a cellular automation, but with many shapes and forms
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game of life but with cool animations
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It doesn't have to be just rectangles though, it can be diagonals, quarter circles, corners only... I want it to be super flexible and yet mesmerizing at the same time. My plan is that each cell can communicate with its neighboring cells to determine which transition it will play and at what time. If I get far enough, I'd also want there to be multi-cell transitions, where the cells can temporarily merge and have its own animation for a few phases
05:51
The inspiration for this is I want to make an aid for graphic design. It might just be an active background element, but it gives so much life.
05:52
I just don't know how to approach this problem if I were to make this an application.
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sounds like a unique animation for each merge case
05:55
well, multi cells would have to have a specific set-up in order for it to activate, which would require a buffer / signal to tell the respecting cells to wait until activation if given
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i don't see this ever in DDNet, way too complicated
troll 2
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Voxel
It doesn't have to be just rectangles though, it can be diagonals, quarter circles, corners only... I want it to be super flexible and yet mesmerizing at the same time. My plan is that each cell can communicate with its neighboring cells to determine which transition it will play and at what time. If I get far enough, I'd also want there to be multi-cell transitions, where the cells can temporarily merge and have its own animation for a few phases
Teeworlds might be able to use meshes as a way to animate, but the way the animation side of the editor stands, it won't cut it. With an external editor like Teeditor on Google Store or TeeUniverse, It might be achievable.
06:39
why do you guys think this is ddnet related
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Voxel
well, multi cells would have to have a specific set-up in order for it to activate, which would require a buffer / signal to tell the respecting cells to wait until activation if given
so signaling animation start / end and giving meshes a script to run, when signal is triggered. Currently I'm working on optimisations and what I found is, you can indeed use signals, but the signals are also be called every frame. A get set function would be more appropiate
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if this was ddnet related this would go into #developer
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ddnet is all about exploring the #developer side of things, since it is more advanced on development, than teeworlds itself
06:41
and also, the script should contain the positions of each point of the mesh, and time of when the mesh is being moved accordingly and the interpolation of it
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Voxel
Something like this, concept made in Adobe Animate
i mean this whole thing is going to be standalone, so i know for a fact there's going to be grid snapping
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Doesn't matter if we use float points as a base of coordination
06:43
it'll just align with the world's scale
06:44
but now the question is, how ddnet would intercept the design of the editor as such, so that they can implement those features? answer: they won't 🤡
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its too late for this greenthing
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Or too early to start a new tool perhaps
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cellegen you dont understand i think
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Oh sorry, I talk about making that kind of animation in the tw editor too
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i mean yea but that would involve masking
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which is a problem?
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i mean, can you mask two quads together in the ddnet editor?
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ofc, the question is, how efficient can you make it, so it won't lag out?
06:47
even if you merge them together into one point, the textures won't be cut to two sides
06:47
unless it's uv mapping which is bs
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i imagine for ddnet masking it'd detect the points of opacity on one quad and only apply that to the other quad
06:48
like this
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hm, I guess for different shapes, opacity will have different effects, such as the circle, where it won't have clear edges, but the opacity should only effect the inside and the outside of the circle.
06:49
It is conditional, but if you cut the mesh, it becomes a new shape, which is not accountable
06:50
it might be real difficult to program circles into the editor
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my example might have been poor, one second
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No I get what you mean, interpolating colors
06:51
so blue and red touching each other will be merged into a green texture, seeing from the right
06:51
Now, you cannot do that with the textures, can you?
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Cellegen
Now, you cannot do that with the textures, can you?
i mean, if you somehow scan each pixel of the mesh for its opacity percentage, and use that for the masking on the other object
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There can be a solution, which is basic shapes, so it won't have a texture, but only rgba and the interpolations
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Voxel
i mean, if you somehow scan each pixel of the mesh for its opacity percentage, and use that for the masking on the other object
too much processing at once (edited)
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yeah thats the problem
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tens of thousands of pixels scanning is a problem in low end pc
06:54
there is a way to adjust this issue and that will be pre-prepared mask texturing
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that would be nice
06:55
but how would it go if you need to edit it in the editor?
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If you happen to set an image in a new quad, it'll be set to queue, until another texture in the new quad appears. If there are two or more and it's visible on the scene, the textures will be imported as masks and the overlay of those two (or the ones which are visible) will create a temporary texture, which you can apply to any new quad touching each other with perfect positioning.
06:57
reducing the amount of lag by only using a pre-made texture from the new visible quads in queue
06:57
It happens to be easily programmable if it's a particle effect on some engines (using gpu to calculate) (edited)
06:59
so to program it: you'll have textures in queue if there are those quads with textures in the queue visible on the scene and textures are touching each other (edited)
07:00
the texture of those will use masking to make a new picture and use that picture to represent interpolation
07:02
but then, how to you make that masking technique if the position of those two is not aligned in a way, that you can just paste the picture to the right spot? How about making a mirror on the four sides of the temporary masked image and using the quads' positions to determine which side of the mirror each quad is facing, let alone having a perfect position for the masked image we temporarily have (edited)
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Sorry, I cannot make demonstrations of it rn, and you guys probably don't understand it better
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Voxel
maybeee
It's consuming less cpu usage, than your pixel-by-pixel method 😛
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you didnt have to say that but thanks?
07:05
Anyways
07:05
yeah a new editor with features like what flash has would be nice indeed, but idk if it's going to be possible with an engine like tw has
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would be awesome, would open up a lot of opportunities for map design
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yeah and probably a lot of bugs on the way.
07:07
but again, experimenting with things like that will only enhance experience
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There should be puzzle based maps on tutorials thonk (would be fun ngl)
07:15
oops posted it on #developer by accident lol
12:02
totally not out of context
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Jupstar ✪
the simulation decided, whatever zwelf says is law
I feel violated
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@-StormAx, ты, главное, не расстраивайся
17:32
когда-нибудь абусс примут
17:32
(да я не пишу больше в том чате а то мне модеры пиздюлей вставят)
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xD знаю
17:32
КОГДА НИБУДЬ
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ты попробуй с кем-то в пати поделать мапу, кто умеет
17:33
или просто спрашивай всё время делания мапы (edited)
17:34
сам научусь
17:34
пох сколько попыток уйдёт
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-StormAx
сам научусь
так быстрее будет как минимум
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да я знаю
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ну типо, зачем изучать физику с нуля, если есть куча вещей по этой теме
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сам хочу что-бы мапа уже вышла
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SalmonZIk
ну типо, зачем изучать физику с нуля, если есть куча вещей по этой теме
я только с lynn общаюсь хд
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Ну, я не думаю, что дднет токсичное комьюнити и если попросить, то тебя пошлют
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верноо
17:36
но сташно
17:36
я боюсь общего мнения
17:36
так чтооо
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-StormAx
так чтооо
Боишься общего мнения и кидаешь карту сырую?)
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ну я тестил с энтити
17:38
и не видел проблем с дизайном (edited)
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Ну, можно плохую мапу и с хорошим дизайном
17:38
Сделать
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даааа(
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А тебе воксель нарисовал?
17:39
вот только он не такой упорный как я
17:39
так что я уже сам
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-StormAx
да
А когда?
17:40
Сколько лет прошло
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3 месяца
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Нормас
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так я пойду делать мапу
17:41
А ТОЧНЕЕ ФИКСИТЬ
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давай)
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я вобще собираюсь сделать перстановку партов и пофиксить некотрые
17:42
и должно
17:42
ПО ИДЕЕ
17:42
быть норм
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was that an argument ?
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no just a guess xd
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do you like my new wallpaper ?justatest
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texnonik
do you like my new wallpaper ?justatest
the bass dropped in my music when i played that and it worked really well hahahah
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Original message was deleted or could not be loaded.
this should be removed justatest
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omg jao
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the.noyb
snd pls
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thnak you
19:40
tho ill just take a ss of 1 frame
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texnonik
Click to see attachment 🖼️
Помурчим всмысле меня будут пинговать?))
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I.K.U
Click to see attachment 🖼️
pepedead
21:13
rly man
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@Steinchen
gigachad 8
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xDDDDDD
23:38
That was actually me rn I went to my computer to check and it said server shutdown and i was confused (edited)
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Voxel
@Steinchen
How did u even draw that so good so fast, its amazing :D I will keep that as an memory
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Steinchen
How did u even draw that so good so fast, its amazing :D I will keep that as an memory
idk i just did it
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Voxel
@Steinchen
can u post
23:42
that one other twinbop drawing
23:42
u made...
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Voxel
no
why not
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i mean i have chillerdragon dressed as twinbop
23:43
wait nvm it was greyfox
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Voxel
i mean i have chillerdragon dressed as twinbop
the other one
23:43
justatest
23:44
actually
23:44
@Voxel you should draw a tee with eyebrows
23:44
cuz teepop gives them eyebrows for some reason
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real
23:46
NO WHY IS THERE ANOTHER TWINBOP
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twinburger
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twinbuns
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wtf do tees use as meat for the burgers
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that means that they got uhhhhhhhhhh ways of obtaining milk (edited)
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