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IndexDiscussionExhibition › Deep
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Deep (Read 6119 times)
Deep
Apr 6th, 2009, 9:05am
 
moi folks,

we did a little short demo called deep. uses processing with some opengl hacks to support ARB shader profile, showing fur and diffuse scatter light

http://tpolm.org/~ps/nothing_ma_-_deep_win32.zip
http://tpolm.org/~ps/nothing_ma_-_deep_macosx.zip
http://tpolm.org/~ps/nothing_ma_-_deep_mov_hd_h264_aac.zip
http://www.vimeo.com/3872617

you'll need to install cg toolkit for the mac version
http://developer.nvidia.com/object/cg_toolkit.html

linux version had some issues with the sound library (little endian / big endian crashes on minim) so we didnt export/distribute.

source code available on request.
Re: Deep
Reply #1 - Apr 6th, 2009, 10:10am
 
WOW  Cheesy
Re: Deep
Reply #2 - Apr 9th, 2009, 4:49pm
 
I really like it. im always impressed to see what is possible with some openGL knowledge.

Beside that, I would be interesseted to see the code only of the jellyfishes. They look great. I love the way they move and the trails... great work! would like to take a look at how it was done. if it is ok with you...
THX
Re: Deep
Reply #3 - Apr 10th, 2009, 6:51pm
 
the jellys are just a sprite animation for the head and the tails (aka ribbons)

here's the code to compute the ribbons offseting and building a "distorted copy" of the main ribbon.

so, all i've done is to render a stride of size n and the copy it to a few more buffers and offset/distort those buffers a little bit until i get the movement i wanted. hope it helps you out.

Code:

void draw( float time )
{
float depthAlpha = 0.75; //(pos.z/154.0);

vgl.setAdditiveBlend();


//
// Draw the attached tails/ribbons
//
rib.setHead( pos.x, pos.y, pos.z ); // set position of the ribbon's head
rib.update( time ); //update rib's data
if( _tailTexID > 0 ) //bind texture if valid
{
vgl.enableTexture( true );
vgl.gl().glBindTexture( GL.GL_TEXTURE_2D, _tailTexID );
rib._tailTexID = _tailTexID;
}
for( int i=0; i<_tailCopy.length; i++ )
{
_tailCopy[i] = rib._tail[i].copy();
_tailCopy2[i] = rib._tail[i].copy();
_tailCopy3[i] = rib._tail[i].copy();
_tailCopy4[i] = rib._tail[i].copy();

// offseting tails
float tailOffset = 1.94;
_tailCopy[i].x += tailOffset;
_tailCopy[i].z += tailOffset;
_tailCopy2[i].x -= tailOffset;
_tailCopy2[i].z -= tailOffset;
_tailCopy3[i].x += tailOffset;
_tailCopy3[i].z -= tailOffset;
_tailCopy4[i].x -= tailOffset;
_tailCopy4[i].z += tailOffset;

float vel = rib._add.y + .21;
_tailCopy[i].x += cos(vel*7*time+i*.01+index) * i*0.05 * 1;
//_tailCopy[i].y -= vel;
//_tailCopy[i].z += cos(vel*7*time+i*.01) * i*0.1 * 1;
_tailCopy2[i].x -= cos(vel*7*time+i*.01+index) * i*0.05 * 1;
//_tailCopy2[i].y -= vel;
//_tailCopy2[i].z -= cos(vel*7*time+i*.01+index+2) * i*0.1 * 1;
_tailCopy3[i].x -= cos(vel*7*time+i*.01+index) * i*0.05 * 1;
//_tailCopy3[i].z -= cos(vel*7*time+i*.01+index+3) * i*0.1 * 1;
_tailCopy4[i].x -= cos(vel*7*time+i*.01+index) * i*0.05 * 1;
//_tailCopy4[i].z -= cos(vel*7*time+i*.01+index+4) * i*0.1 * 1;
}
rib.renderTail( 1, depthAlpha ); // render mail tail
rib.renderTailFromBuffer( _tailCopy, 1, depthAlpha ); // render copies with size=1,
rib.renderTailFromBuffer( _tailCopy2, 1, depthAlpha );
rib.renderTailFromBuffer( _tailCopy3, 1, depthAlpha );
rib.renderTailFromBuffer( _tailCopy4, 1, depthAlpha );
Re: Deep
Reply #4 - Apr 23rd, 2009, 10:09am
 
links above were terminated, new ones available through the pouet page
http://www.pouet.net/prod.php?which=53082
Re: Deep
Reply #5 - Apr 23rd, 2009, 11:28am
 
Hi, this isn't working for me on osX. The app opens and then immediately closes, I don't see a window appear even.

In the meantime, is there video online somewhere of this?
Re: Deep
Reply #6 - Apr 23rd, 2009, 2:55pm
 
yes ofcourse..

you can watch a video of Deep at: http://www.vimeo.com/3872617

as for your crash problem. what mac os version are you on? tiger/leopard?
Re: Deep
Reply #7 - Apr 24th, 2009, 9:12pm
 
Very nice!

I'm on 10.4.11
Re: Deep
Reply #8 - Apr 25th, 2009, 4:31am
 
AceFace, have you installed Cg Toolkit ? you need it installed to run the application.
Re: Deep
Reply #9 - Apr 25th, 2009, 6:14am
 
Hi, that looks stunning!
and you're from portugal too, there's hardly any one here doing stuff in processing let alone making stuff with this kind of level!
i would LOVE to have a look at the source, i'm really interested in learning some more advanced gl stuff
Re: Deep
Reply #10 - Apr 25th, 2009, 9:36am
 
Hi.
that looks amazing!!!
i'de LOVE to look at the source, i'm really interested in learning some advanced gl techniques!
Re: Deep
Reply #11 - Apr 26th, 2009, 12:53pm
 
v: actually, just tested it on my mac back at home now and it is indeed just launching and crashing. Huh

i guess we packaged the final version with the java 1.6 vitamin.jar, we need to rebuild it with the java 1.5 for the macs to handle it. and repackage and retest and reupload somewhere. will try to take care of it tomorow. apologies  Sad
Re: Deep
Reply #12 - May 1st, 2009, 7:19am
 
here is the fixed macosx version

ftp://ftp.scene.org/pub/demos/groups/nothing/nothing_ma_-_deep_macosx.zip
Re: Deep
Reply #13 - May 12th, 2009, 1:55am
 
Looks very cool, not only technicals but also the direct!

May i get the source code to learn some effects?

My email is ling.chun@gmail.com, thanks a lot in advance!
Re: Deep
Reply #14 - May 12th, 2009, 3:30am
 
Chun wrote on May 12th, 2009, 1:55am:
Looks very cool, not only technicals but also the direct!

May i get the source code to learn some effects

My email is ling.chun@gmail.com, thanks a lot in advance!


thanks, glad you like it. i'll nudge V to email you the sources sometime soon.
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