- Видео 193
- Просмотров 272 320
Jan Wedekind
Великобритания
Добавлен 13 фев 2007
Videos about game programming, robots, computer science and more.
GUI to set position and time
Testing the GUI to set position and time. The Sun's position and the Earth's orientation are updated accordingly.
Music credits: Andrew Kn - At the Edge of Space freesound.org/people/Andrewkn/sounds/482919/
Music credits: Andrew Kn - At the Edge of Space freesound.org/people/Andrewkn/sounds/482919/
Просмотров: 86
Видео
Anymeal Recipe Software
Просмотров 31Месяц назад
This is a short overview video about the Anymeal 1.28 free software. AnyMeal is a free and open source recipe management software developed using SQLite3, Qt5, flex, libiconv, NSIS, and Googletest. It can manage a cookbook with more than 250,000 MealMaster recipes, thereby allowing to import, export, search, display, edit, and print them. AnyMeal is available for GNU/Linux and Microsoft Windows...
Mealmaster software
Просмотров 73Месяц назад
Running the Mealmaster 8.06 software in DOSBox. See web.archive.org/web/20081221021301/episoft.home.comcast.net/~episoft/mmdown.htm for software.
A Short Introduction to OpenGL (using GLEW and GLFW)
Просмотров 1262 месяца назад
This short video demonstrates the different OpenGL shader stages using a concrete example implemented in C using GLFW and GLEW. The final example makes use of all shader stages: vertex shader, tessellation control shader, tessellation evaluation shader, geometry shader, and fragment shader. We are going to create this: ruclips.net/video/ISfn8TzfMNw/видео.html See github.com/wedesoft/opengl for ...
OpenGL rendering of radial sinc function.
Просмотров 2322 месяца назад
Using OpenGL tessellation to visualize a radial sinc function. See github.com/wedesoft/opengl for source code. See ruclips.net/video/dQQgHCK_lA8/видео.html for OpenGL intro.
Nuklear example GUI implemented using Clojure and LWJGL
Просмотров 1243 месяца назад
See article for more information: www.wedesoft.de/software/2024/05/11/clojure-nuklear/ Source code available here: github.com/wedesoft/nukleartest
sfsim rendering of planet, clouds, atmosphere, and spacecraft
Просмотров 703 месяца назад
Current state of sfsim [1] which does rendering using LWJGL (OpenGL) with Clojure. Music: AndrewKn Surrealism Ambient Mix [1]: github.com/wedesoft/sfsim
Object shadows on ground
Просмотров 343 месяца назад
Multiple shadow lookups (object shadow map, planet shadow map, and cloud deep opacity map) are used to render the scene showing a spacecraft.
Space ship rendering with self-shadowing
Просмотров 1204 месяца назад
Rendering of Venturestar model with planet Earth, atmosphere, volumetric clouds, and model self-shadowing (as well as cloud and Earth shadows).
Venturestar model rendering with atmosphere and clouds
Просмотров 644 месяца назад
Integration of rendering of planet, atmosphere, clouds, and spaceship model. Music: Andrewkn - Surrealism Ambient Mix
AoE4 physics
Просмотров 2,3 тыс.4 месяца назад
Showing some destruction physics for a keep in Age of Empires 4
Rendering cube with clouds and atmosphere
Просмотров 4324 месяца назад
Rendering test of a glTF cube with clouds and atmosphere. The cube itself doesn't cast a shadow yet. Music is "Cosmic Glow" by Andrewkn.
Age of Empires 4 with keystroke visualization
Просмотров 1185 месяцев назад
Using keyviz and OBS studio game capture to show keystrokes used while playing Age of Empires 4. See ruclips.net/video/vrH85EESrSY/видео.html for details on how to make farms.
ST Editor for VI Enthusiasts (Stevie)
Просмотров 115 месяцев назад
Using the Hatari (Atari emulator) to run Stevie, the ST Editor for VI Enthusiasts.
Writing my first Omikron Basic program on Atari ST
Просмотров 1456 месяцев назад
Writing my first Omikron Basic program on Atari ST
Jim Weirich - The Building Blocks of Modularity
Просмотров 446 месяцев назад
Jim Weirich - The Building Blocks of Modularity
Blender rigging and animation and Assimp import
Просмотров 14110 месяцев назад
Blender rigging and animation and Assimp import
Rubik's cube implemented in Java Processing
Просмотров 55510 месяцев назад
Rubik's cube implemented in Java Processing
Blender rendering of articulated robot arm
Просмотров 9011 месяцев назад
Blender rendering of articulated robot arm
Blender donut rendered using OpenGL
Просмотров 13411 месяцев назад
Blender donut rendered using OpenGL
Planet rendering with volumetric clouds and night time textures
Просмотров 170Год назад
Planet rendering with volumetric clouds and night time textures
Cascaded shadow maps for casting planetary shadows
Просмотров 85Год назад
Cascaded shadow maps for casting planetary shadows
Thank you for the video! So is it right when I want to land I may not get under 140 kts on short final?
@@lonzeponze I can't remember the approach speed but the main thing is that if the autopilot wants to slow down, you need to help it with the spoilers. Otherwise the angle of attack gets to high.
Boys in the morning.
Thanks for the brief introduction. I immediately subscribed. Looking forward to see more tutorials from you.
Thanks for subscribing.
I dont know what this is, but i love this kind of sim projects...
are you a game dev?
I have studied computer science, but I am not a professional game developer. This game is a hobby thing :)
Cool, is it OpenGL?
Yes, will merge it into github.com/wedesoft/sfsim soon. I am using the LWJGL bindings for OpenGL (same as Minecraft Java Edition) with Clojure.
@@wedesoft Interesting stuff
wminput: ImportError: /usr/lib/python3/dist-packages/cwiid.cpython-310-x86_64-linux-gnu.so: undefined symbol: PyVarObject_CallFunction
Voyager 1 somewhere
Too bad new Aoe2 destruction of buildings put this one to shame.
You are right, just had a look at an AoE2 video.
The Borg is here.. it's a small Borg 😂
Maybe I should render the monolith 😂
My favourite part of the physics engine is the arrows that change direction mid-air
Well If I am not mistaken aoe4 had arrow physics from aoe2 but ppl screwed that it makes archers useless
Name it "The Cube" and your sci-fi is complete.
Hi Jan. I know its old hat for you. BUT im'e going to have a bash at making this Arm and using the Arduino sketch. Thank You
Ok have fun :)
dont you have a robot model to print ?
Sorry, no. I think you can buy a metal version these days.
Ok, found it. It is actually an aluminium version: alexnld.com/product/kdx-diy-6dof-aluminum-robot-arm-6-axis-rotating-mechanical-robot-arm-kit-with-6-pcs-servo/
Actually i would like to make it by myself on 3d printer, anyway thank you man 🔥💪
@@otabekbaratov117 Maybe Thor is something for you: thor.angel-lm.com/
very nice
Im very stuck right now, should i learn C+ or java?? I already have experience with lua but i cant decide..
Lua is a great choice already. Myself I recommend Clojure for high-level and C for low-level. Also Rust might be interesting for low-level stuff, but I haven't looked into it myself.
hello fellow java lover
lol
That's so cool
Looks good.
wizkid
ah sweet, man made wonders beyond my comprehension
Inspiring work,man.
evil blender: weird maps
Don't know why this was on my recommended. But sure I'll recommend it.
interesting!
i thought this was some ancient video from like 2005, turns out it was some dude who has a normal map
😂
That indeed looks like a normal map, cheers!
Cool stuff
kind of a miracle how it works
Fortunately the Assimp library generated the tangent space vectors for me :-D
@@wedesoftThe assimp library is a model loading library, it loads in the model as a tree/graph that you can traverse and get data, it just loads in existing normal map info no? how can it generate normal information?
@@mastershooter64 Assimp can load different texture types from glTF and a normals texture is one of them. You have to bake it in Blender though.
@@mastershooter64It also has a flag when loading to generate the tangents and bitangents. Not sure whether it generates the mesh normals as well.
Be careful. You may never go back to any other game ever again. ❤️
Yes, a lot of detail to get lost in :-)
@@wedesoftyeah, there are a lot of details and mechanics, but he point of that message was that this game so good, complex and time consuming, once you understand it’s full potential, all mechanics, you wouldn’t play any game ‘cuz they are too boring, especially about painting maps like civil
@@wedesoftso don’t drop the game if it’s getting too difficult, everyone went through this phase of studying
@@SnufchaYes, I played Civ 6 before and EU4 looks like it has much more elaborate game mechanics. I am so far enjoying it, playing the more beginner friendly Castille :)
Very cool😊. Can you pls make an animation (using blender) about you eating the donut?
This is beyond beautiful
I'm curious what you used to power servos, power adapter , or battery to keep up with current..specs? seems that power issues cause it to lose smooth motion responses.
See github.com/wedesoft/arduino-sainsmart for part list. I used a 6V 3A (18W) power supply to plug into the DFRobot servo shield (edit: corrected power supply spec).
uk.rs-online.com/web/p/ac-dc-adapters/7424762 is the link to the 6V 3A power supply but it is discontinued. Basically need 0.5A per servo and a suitable connector.
In the part list you'll find a DC connector which I used to connect the power supply to the IO expansion shield (soldered some wires to the DC connector to connect to the screw terminal).
Good job
Nice. I think probably too much Mie and not enough Rayleigh. By the way, you say three lookup tables in the title, and four in the description!
If you ever get it to the point where scattering produces a "Belt of Venus" on the opposing horizon (see Sky at Night magazine), then we can say the physics is right!
Ok, fixed the error in the title. Thanks.
@@Cedders001 Ok, interesting. I increased the brightness but I didn't observe a pronounced pink belt. Even if I manage to reproduce it, the implementation is still missing the ozone layer which is somewhat important to simulating views of the sky I read.
Evolving. I'm excited to see where this goes
Interesting. Would like to know more about how it was implemented. If it is using Rayleigh scattering, why is there no change in the colour of the sun? The Mie parameters look realistic if a bit smoggy..
Not sure. I have implemented scattering using Bruneton's paper. I.e. using precomputed tables for scattering and transmittance.
I have uploaded a new video which uses separate tables for Mie and Rayleigh scattering. ruclips.net/video/MDgcWxnTJSg/видео.html
@@wedesoft Thanks. That looks more realistic to me. Looking at the images in Bruneton, maybe the tables are a bit off or just lack clouds or dust or polarisation effects. The way the halo bows up as the sun rises (multiple Rayleigh scattering?) is very pronounced, and the sky looks too saturated. In a real sky, I can see that 20° elevation is whiter than 30°. How high is the viewpoint above the plane and does that make a difference?
@@Cedders001 Yes, very pronounced halo. I didn't record the height. With greater height, the white band at the horizon is less pronounced. Although I have developed the software using test driven development, maybe there is still a bug in there.
Gibt es dafür vielleicht auch einen C++ Code?
Sorry, hab keinen C++ code dafür.
If anybody has an idea on how to improve it please let me know. Clouds a bit flat on the top :-|
The fine detail looks good, but as you say the shape (and distribution) of clouds isn't exactly cumulus - some fractal function applied to the vertical profile? (I'm mostly here for the physics.)
@@Cedders001 The software had a bug when generating this video. See www.wedesoft.de/software/2023/05/03/volumetric-clouds/ for updated description and video. Note that this is just procedural generation of clouds and not proper wheather physics.
Link to this Project?
github.com/wedesoft/sfsim25/blob/d64b0231ab674b65d41ca37d3821a9d78def2a5e/etc/cloudsonly.clj
That's insane
Source code: github.com/wedesoft/sfsim25/blob/77bf1d7de2c2e242c7954a6d7943de654a7e8501/etc/cloudsonly.clj
Posted it on Reddit: www.reddit.com/r/opengl/comments/12l7hwr/cloud_rendering_with_deep_opacity_maps_without/
Do you have more info on the performance? and how much coverage the cloud has, is it planetary? Can it be heavily modulated while still maintaining the same performance or something close? So many questions
Dense cloud cover was rendering at 20 fps, scattered clouds was 8 fps only. Note that I have a lower-end graphics card (passmark 2034). The clouds are in a shell around a planetary scale sphere. The coverage is the same everywhere at the moment (I have other videos about generating coverage maps using curl noise).
The performance also goes down if the sun is near the horizon because then the light rays travel a longer distance in the cloud layer.
@@wedesoft Thanks. Nice work.
Resolution was 960x540 btw.
@@wedesoft The noise resolution or the render resolution?
A second blue planet 😊
It’s beautiful. I’ve been looking at this for five hours now.
lol
Cloudy
Please let me know suggestions in the comments. The clouds are repetitive, lack fine detail, and the runtime performance is not good.
Is the specular highlight at 0:44 an artifact or is that what would actually be seen from space?
Maybe it needs to be a bit larger but real pictures show this as well: www.taylordailypress.net/wp-content/uploads/2021/10/1633060755_Breathtaking-photos-of-Earth-were-captured-from-above-even-from.jpg