pouët.net

Random "work in progress" shots

category: general [glöplog]
Quote:
BB Image


OOohhh.. :O
added on the 2018-09-16 21:15:08 by leGend leGend
Quote:
https://i.imgur.com/6szTEDn.mp4
Oh.. file was mp4


OTOH, this looks quite interesting as a starting point for a glitch demo
added on the 2018-09-17 01:17:22 by porocyon porocyon
Quote:
Not strictly a work in progress shot, but I wrote up a thing about my demo:
http://gargaj.tumblr.com/post/178117551485/along-for-the-ride-a-reasonably-compl ex-demo

Thank you for the write-up, this was an interesting read. :)
added on the 2018-09-17 08:50:54 by Zavie Zavie
BB Image
Refraction!
added on the 2018-09-23 09:37:08 by Minus256 Minus256
BB Image
added on the 2018-09-29 08:50:11 by g0blinish g0blinish
g0blinish - nice! I smell a certain flavour of 6502 here :P
added on the 2018-09-29 09:59:59 by svoy svoy
svoy, exactly (:
added on the 2018-09-29 10:20:36 by g0blinish g0blinish
BB Image

Thanks to Nintendo requiring their logo in the headers, this takes more bytes than on Linux >__>
added on the 2018-09-30 17:09:40 by porocyon porocyon
Quote:
Thanks to Nintendo requiring their logo in the headers, this takes more bytes than on Linux >__>

And the youtube version everybody will watch is even bigger... :-(
added on the 2018-10-06 16:12:42 by baah baah
BB Image
added on the 2018-10-08 22:44:08 by pandur pandur
Quote:
BB Image


Some sobel with blur ? I really like this effect, and the colors!
added on the 2018-10-09 09:39:26 by maeln maeln
BB Image


oh boy, not enough memory for a fullscreen bitmap on the 84+ Silver (well, when stored in a matrix)
added on the 2018-10-10 17:11:58 by Parzival Parzival
Parzival: indeed. It's better to use StorePic/RecallPic instead, but you'll lose offscreen drawing, double-buffering etc.

Or just use asm :P
added on the 2018-10-10 19:24:11 by porocyon porocyon
Almost forgot the line of code:
Code:lea eax, [ebx+data-SYS_open]
added on the 2018-10-10 19:25:16 by porocyon porocyon
porocyon: I'm using BASIC and try to generate everything realtime, I feel like using Pic vars is cheating, in a way. I'll have to be clever, is all!
added on the 2018-10-15 19:20:42 by Parzival Parzival
Newsflash: everything in every demo you've seen is cheating and dirty tricks. puls/pshu-style copying might be considered cheating compared to a regular 6502, but people used it anyway. Use the platform in its fullest extent.

That said,

Code:(&BG_OFFSET[0])->x = ((xoff&0x1F)&0x10) >> 1;
added on the 2018-10-16 00:39:07 by porocyon porocyon
#voodoo
added on the 2018-11-05 19:03:22 by skarab skarab
Fractals on a GBA using perturbation theory to speed things up to more that 2fps... Not quite there yet :D (Top image naiive rendering, bottom image cheating)
BB Image
Not sure if this will really work yet. If you got an idea about it, maybe chime in on stackexchange.
added on the 2018-11-18 15:22:02 by raer raer
Quote:
#voodoo


#voodoo2 and 8bit textures only in 256x256px
added on the 2018-11-18 16:30:28 by leGend leGend
@raer: interesting, I didn't know of this technique but I need to understand the math first or read a practical tutorial.
I did try long ago to port my Juhlia morpher from my GP32 demo Led Blur to GBA. Of course it was going at something like 2-3fps, then did lowres to get 8fps maybe, then forgot it. I was thinking if it's possible to predict areas (or just prestore for few frames of a small part for a demo) in an 8*8 grid that are solid color, something like calculate fractal only at 8*8, but if pixels are different go 4*4, 2*2, etc, tried it on PC with mandelbrot which improves speed a lot but still can produce artifacts.
added on the 2018-11-18 19:48:03 by Optimus Optimus
I tried a subdiving scheme. Calculate on a 16x16 (then subdivide to 8x8 and 4x4) grid and check if exit iteration counts match, then fill the whole block with one color. Then if the 4x4 blocks are not filled, I calculate every pixel with full precision. This sadly only helps in areas with few iterations, but it is an ok gain. The pixels near the border of the fractal are obviously the most expensive pixels with the most iterations, so I imagine the gain there would be really good, but its proving difficult...
I think algorithmic changes and approximations are needed to go beyond 3-4fps.
added on the 2018-11-18 23:33:37 by raer raer
BB Image
In the middle you have inverse iteration method for Julia Fractal, it was fast enough on an 8 mhz ARM2 Archimedes.
Source (assembly in BBC basic) is here: http://abrobecker.free.fr/demos/starinfo.zip

But it's B&W...

Also Jan Vlietinck/BASS has made a fast and interesting Mandelbrot set plotter in which he was calculating the contours with same iteration, and fill the zones surrounded by pixels with same iteration. It's not clear but here's an image:
BB Image
And the source: http://abrobecker.free.fr/alien/trackman.zip
added on the 2018-11-22 11:56:22 by baah baah
BB Image

i have no idea where this is going...
added on the 2018-11-23 18:11:42 by dq dq
I like where it went.
added on the 2018-11-23 20:36:16 by bloodnok bloodnok

login