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#Actualrouncer

Posted 10 May 2013 - 09:54 AM

ivid.png

 

well... ive finished writing it, its about 1000 lines, but its not working yet.

that picture is of this bouncing smiley face game im going to try and record first.

 

the numbers on the right are the spacial and temporal states stored, the list is a collapsing quadtree, the final node the two 0's at the bottom, which hasnt filled yet, cause the later levels fill at a slower frequency than the first layers.

 

as you can see, its 1 bit monochrome and only 64x64 pixels big... (like all robotic eyes, they generally are 1 bit and only low resolution, cause they need to work so hard even in low resolution already)  later on i might be able to fix this to 4 levels of brightness and more resolution for working on real video.

(at the very surface level in the quadtree, i then simply convert to full 32 bit colour.)

 

so the game just plays through with the code,  i record it and mark control states, then if this idea works, on playback i should still be able to control it.

 

but its doing funny noisy things so far, ive got some problems to fix.   ill be back when i get it done to tell you guys if it works or not.   (its highly experimental)

 

when its in play back mode i get funny motions on a still output, so theres something really wrong with my code, but im positive the idea is fine.

ivid2.png


#3rouncer

Posted 10 May 2013 - 09:22 AM

ivid.png

 

well... ive finished writing it, its about 1000 lines, but its not working yet.

that picture is of this bouncing smiley face game im going to try and record first.

 

the numbers on the right are the spacial and temporal states stored, the list is a collapsing quadtree, the final node the two 0's at the bottom, which hasnt filled yet, cause the later levels fill at a slower frequency than the first layers.

 

as you can see, its 1 bit monochrome and only 64x64 pixels big... (like all robotic eyes, they generally are 1 bit and only low resolution, cause they need to work so hard even in low resolution already)  later on i might be able to fix this to 4 levels of brightness and more resolution for working on real video.

(at the very surface level in the quadtree, i then simply convert to full 32 bit colour.)

 

so the game just plays through with the code,  i record it and mark control states, then if this idea works, on playback i should still be able to control it.

 

but its doing funny noisy things so far, ive got some problems to fix.   ill be back when i get it done to tell you guys if it works or not.   (its highly experimental)


#2rouncer

Posted 10 May 2013 - 09:20 AM

ivid.png

 

well... ive finished writing it, its about 1000 lines, but its not working yet.

that picture is of this bouncing smiley face game im going to try and record first.

 

the numbers on the right are the spacial and temporal states stored, the list is a collapsing quadtree, the final node the two 0's at the bottom, which hasnt filled yet, cause the later levels fill at a slower frequency than the first layers.

 

as you can see, its 1 bit monochrome and only 64x64 pixels big...  later on i might be able to fix this to 4 levels of brightness and more resolution for working on real video.

(at the very surface level in the quadtree, i then simply convert to full 32 bit colour.)

 

so the game just plays through with the code,  i record it and mark control states, then if this idea works, on playback i should still be able to control it.

 

but its doing funny noisy things so far, ive got some problems to fix.   ill be back when i get it done to tell you guys if it works or not.   (its highly experimental)


#1rouncer

Posted 10 May 2013 - 09:19 AM

ivid.png

 

well... ive finished writing it, its about 1000 lines, but its not working yet.

that picture is of this bouncing smiley face game im going to try and record first.

 

as you can see, its 1 bit monochrome and only 64x64 pixels big...  later on i might be able to fix this to 4 levels of brightness and more resolution for working on real video.

(at the very surface level in the quadtree, i then simply convert to full 32 bit colour.)

 

so the game just plays through with the code,  i record it and mark control states, then if this idea works, on playback i should still be able to control it.

 

but its doing funny noisy things so far, ive got some problems to fix.   ill be back when i get it done to tell you guys if it works or not.   (its highly experimental)


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