- Group:
- Member: Members
- Active Posts:
- 40 (0.02 per day)
- Most Active In:
- Fangaming Discussion (21 posts)
- Joined:
- 10-September 10
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- 1441
- Last Active:
Jan 13 2012 05:02 PM- Currently:
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My Information
- Age:
- 26 years old
- Birthday:
- April 19, 1989
- Gender:
-
Male
- Location:
- Belo Horizonte, Brazil
Contact Information
- E-mail:
- Private
- Website:
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http://
Previous Fields
- Project:
- WebSonic
- National Flag:
- br
Latest Visitors
-
NeKit 
04 Dec 2014 - 14:44 -
Raz 
03 Dec 2011 - 01:20 -
nineko 
17 Aug 2011 - 18:57 -
cornholio857 
01 Aug 2011 - 01:21 -
DM Ashura 
27 Apr 2011 - 23:54
Posts I've Made
-
In Topic: Porcupyne (Open-source Python Sonic engine)
27 April 2011 - 05:42 PM
Hey DM Ashura, this is pretty cool. Nice to see more Sonic-related code on different languages, and on GitHub. I downloaded the engine, but I was missing some modules on my setup of python, I think:
CODETraceback (most recent call last):
File "setup.py", line 5, in <module>
from Cython.Distutils import build_ext
ImportError: No module named Cython.Distutils
Since I'm in a pinch right now with college/work, (And since I'm not completely familiar with python packaging) I won't be able to get this running today, but I'll come back and post something when I get it running. I'm now watching the project on github.
Also, cool logo haha.
EDIT: I added an issue. :3 -
In Topic: WebSonic (WebGL, source code released)
24 April 2011 - 10:06 AM
I've made the shader error handling less draconian now. Missing uniforms/attributes now issue a warning instead of an error.
If it didn't work before for you with an error like:
QUOTEError: Nonexistent or unused uniform in the description of shader
It should work now. -
In Topic: WebSonic (WebGL, source code released)
22 April 2011 - 07:58 PM
Having this featured on Hacker News was a very pleasant surprise. :-) Haha, the topic got 12,000 views in a few hours.
I've fixed a minor bug on the shader code for the clouds. It's hard to get the shaders working everywhere, since different hardware seems to deal with GLSL differently.
Regarding the controls: I was kinda anal about them on the FAQ. Do you guys have suggestions on better control schemes?
Regarding the animations: Yup, it's possible to implement it. Shouldn't be hard, either: Just send the previous and current vertex positions to the shader as attributes, and the interpolation factor as an uniform. Then use the simple math (alpha * V1 + (1-alpha) * V2) to work out the interpolated positions. Implementing bone based animation might be a bit harder. :-(
Regarding walking on walls: lol I need to fix that. -
In Topic: Sonic Generations Megathread
18 April 2011 - 09:04 PM
Holy shit. I'm like, totally hyped about this game now.
Everything I saw on the videos looked perfect. The physics looked much more accurate than the one from Sonic 4. Even if it's not exactly the same as the classics, I'm totally cool with it as long as it "feels" good.
Spindash, classic eggman, classic springs? Chasing sequence with the fish robot instead of the whale?
That's it: I'm buying a freaking PS3 now. I would buy it just to play this single level. But there's still going to be more levels.
It's like it's christmas and I'm a 6 y/o again.
Thanks SEGA. I have just one question: How exactly do you guys prefer me to throw all my money at you? -
In Topic: Sonic Generations Megathread
17 April 2011 - 08:48 PM
BlitzSonic does that with springs, if I'm not mistaken. At least, I remember implementing it...
Also, I'm almost sure: Portal's "funnels" do something similar.

Find My Content
Jan 13 2012 05:02 PM
Male