Old 2nd November 2009, 20:30   #161
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Another version of log tower, with an op illusion twist. This one's pretty heavy, I'll post a light version soon.
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Old 3rd November 2009, 20:18   #162
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Log tower 5 + lite and Dead bees on a cake. The name is taken from an album by David Sylvian.
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Old 26th November 2009, 19:18   #163
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my nightmares. lol
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Old 7th January 2010, 17:39   #164
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flashy little heli
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Old 12th January 2010, 12:12   #165
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Old 12th January 2010, 22:45   #166
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milkydots
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Old 13th January 2010, 14:50   #167
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very nice!
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Old 16th January 2010, 16:45   #168
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spirogen
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Old 26th January 2010, 21:58   #169
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Ecllipse nights.
The "old" MD version is probably recommended since, in my computer, the new one has a much lower framerate in these presets (I wonder why).
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Old 27th January 2010, 20:03   #170
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I reported low framerates for wave/frame heavy presets in milkdrop 2.0d two years ago, but got no response. It seems that nobody else had this problem

http://forums.winamp.com/showthread....hreadid=289708

I am currently running the new winamp beta and your eclipse presets are running ok, at 40fps.
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Old 27th January 2010, 21:36   #171
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I reinstalled the new winamp and the framerate is now ok.
Yes shapes can slow down things, specially when their number and/or size is large.
As for the new MD it would be good to know if it's still a beta. If it's a "final" version, I will have to update most of my presets.
There are still differences to understand. In the flames of this preset I had to change the rotation parameters to make it work in the beta, but they won't work in the previous version. The 2 versions are included.
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Old 27th January 2010, 22:45   #172
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Hm... what exactly is the difference ?
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Old 28th January 2010, 21:21   #173
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This expression to create parallel lines gives different results in the 2 versions.

p0=6;
p1=(p0*sample)%p0;
p2=p0*sample;
x=-.25+.1*p1;
y=-.45+p2-p1;
x=.5+.5*x/q6 ;
y=.5+.5*y/q5 ;
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Old 29th January 2010, 21:02   #174
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Quite odd. The "beta" looks more like what the code should do. Right ?
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Old 31st January 2010, 06:18   #175
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Now that you mention it, yes. I used this type of expression often, correcting it with other expressions. No need to do it again
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Old 7th February 2010, 01:10   #176
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Portal of Ra. As the flames look very different on the MD versions, 2 versions are included.
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Old 7th February 2010, 10:56   #177
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amazing!
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Old 16th February 2010, 05:25   #178
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steam
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Old 17th February 2010, 17:08   #179
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house of Ra
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Old 18th February 2010, 07:19   #180
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temple of Ra
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Old 23rd February 2010, 16:19   #181
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paperclip springs

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Old 23rd February 2010, 16:48   #182
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paperclip springs
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Old 23rd February 2010, 19:31   #183
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This one took some time. It started just with the paperclips and spring, the table lamp came later. The spring btw appeared by accident, at first it was a raindrop. By multiplying the x of drops by y-1, the spring sprung.
The initial idea for the lamp was to have just a triangle for the head and another for the light cone. Gizmos were added to make it look better, as going for z movements, to no avail. Two cones made of circles with just x and y components turned out as a better option.
It took some effort to keep the light cone from deforming. By giving to it just 15% of the sample and dividing the x and y deformations by sample, the curbing was reduced to a minimum. It is almost zero in this new version. The beat counter is also different, but the rest is essentially the same.
Obviously the lamp wont lit other objects, unless the ones textured. I enjoyed the self-reflections on the textured circle, so this is more a projector then a table light.
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Old 25th February 2010, 10:59   #184
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http://www.youtube.com/watch?v=YcgNJ7cgDVs
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Old 26th February 2010, 19:35   #185
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Beautiful video with many inspiring images. Thank you for sharing.
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Old 28th February 2010, 18:39   #186
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paperclip springs 3
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Old 6th March 2010, 23:05   #187
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love demon
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Old 11th March 2010, 00:18   #188
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gate of Osiris
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Old 19th March 2010, 03:24   #189
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monitor wave - MD Beta
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Old 19th March 2010, 11:17   #190
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It works, but couldn't the code be simplified by using gmegabuf ? It should be possible to globally define a "font" in gmegabuf once and then only draw the characters in the wave section.

BTW it looks like most of the attachments in this and other threads were lost during the forum upgrade. Or is this just a problem of my browser ?

Uh, this forum is still quite buggy. It doesn't allow me to quick reply although I'm logged in and the posting rules say

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Lets see whether the reply button works
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Old 20th March 2010, 03:47   #191
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Indeed most of the attachments disappeared. Let's hope this will be fixed.
As for the suggestion of defining a font, maybe one of the experts can answer.
That would be quite an improvement to MD.
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Old 20th March 2010, 09:33   #192
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characters and digits ?

If you wait for the "experts" you'll still be waiting in a year's time. There are none as far as I am concerned, at least none willing to respond to any questions.

Attached a sample of what I meant. It only shows the character "A", but reduces calculation load in the wave section by moving the character generation to the waves init code.

In the init code, all necessary characters are generated (only "A" in my sample) and stored in 8x8 arrays of the seemingly limitless gmegabuf array, quite similar to a font.
In the waves per point section we only draw the "font" stored in gmegabuf.

Now where is the bloody attachment ? Ah shit I need to resize the file upload window to find the "upload" button. Hope it works this time
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Last edited by Nitorami; 20th March 2010 at 09:37. Reason: Fuck where is the attachment ?
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Old 20th March 2010, 16:33   #193
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I've asked for it on the General Discussions board. The files were badly affected with the change of the forum software. They were stored as binary data in text fields and some unicode conversion has corrupted them. Benski said they're working on it.
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Old 22nd March 2010, 12:36   #194
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Finally got some time and patience to create a font.
It's easy to use but rather heavy on framerates.
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Old 22nd March 2010, 20:40   #195
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Looks pretty, but horribly inefficient because all charcacters are recalculated for each frame. Why don't you calculate the characters once and store them in the gmegabuf array ?
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Old 23rd March 2010, 12:44   #196
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I used 1024 shapes in the previous presets but just 150 are enough to draw 8 letters. Here's a lighter version, plus a small jeu de mots/presets ) . I get 65 fps on escargots au martini and 70-75 on neon sign.
Martin, the approach you suggest may be a good option, but it seems to draw only rectangular lines. I've been experimenting with "while", megabuffs and my equations in the init shape code but still got no results.
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Old 23rd March 2010, 16:17   #197
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Finally got it. Better framerate as martin predicted. The one with changing text got a bit complicated though.
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Old 23rd March 2010, 17:53   #198
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Ah, nice to see it works. Instead of a matrix font you apparently used trajectories defined in x,y-space.
I think the one with changing text can still be simplified, again by relocating most of the code into the shape init section. Since gmegabuf is so huge, it can easily store whole words in addition to the character font. Instead of putting together the characters in the per point code, simply generate all words in the shape init section and store them somewhere at defined starting addresses withing gmegabuf. In the per point code, you then only need to display gmegabuf starting at the desired address.
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Old 24th March 2010, 11:30   #199
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Thank you for the tip. In fact it's better this way. I noticed that there seems to be a limit to the number of lines the init code can handle, it gives an error message. I had to condense the font code, which turned to be a good thing. The font is now improved, with options for spacing, width, height and size.

Last edited by Amandio C; 24th March 2010 at 11:53.
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Old 24th March 2010, 15:15   #200
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great work!
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