pouët.net

Programming tutorials

category: code [glöplog]
Cool stuff for softsynths. e.g. good sounding guitar.
added on the 2010-12-13 23:35:43 by las las
I'm wondering how many sceners seem to think that the scene is on a decline and that there aren't enough newbies to fill the void, yet no one bothers trying to help them to get started.

I might just as well jump the bandwagon; scene is dying, LOL who cares?
added on the 2010-12-13 23:39:00 by r-A r-A
the scene is dead in 1993 !
(as the atari st)
added on the 2010-12-13 23:46:31 by bLa bLa
The scene spirit doesn't include recruiting, sadly. If someone joins the scene it's because they got interested and found their way in by self-motivation and learned to do coding/music/gfx by himself, or asked for direct help.
Recruiting campaigns? Tutorials for newbies? Those will be the days...
added on the 2010-12-13 23:46:54 by xTr1m xTr1m
I'm wondering how many first time posters seem to think that Hugi is on a decline and that there aren't enough articles to fill the fascist diskmag, yet no one bothers trying to help them to get started.

I might just as well jump the bandwagon; Hugi is dying, LOL who cares?
added on the 2010-12-13 23:47:05 by havoc havoc
Quote:
Quote:
Untz mapping.

What's that? Never heard about it, and Google doesn't know it either.


Mapping luminance in response to the untz factor.
added on the 2010-12-14 00:17:43 by psonice psonice
Me, as beeing a passive demoscener since 1992 (with some breaks), is just working on his first 64k intro for windows :D ... so, another newbie here (also I'm not a newbie with coding)
added on the 2010-12-14 00:20:02 by neet neet
@las: try digital waveguide

(and I want two-dimensional Hilbert transform )
added on the 2010-12-14 08:31:18 by bizun_ bizun_
The demoscene is mostly focused with computer graphics. But there are far more areas of computer programming.

Somebody said that if you were into computing, you would automatically get into the demoscene sooner or later. This is certainly wrong.

I recall my early days of computing, when I was reading a magazine called "Computer Flohmarkt", which was made of contributions from the readers. Lots of young people there who were into programming and ultimately did not end up in the demoscene.

That magazine was an institution of direct democracy. People were discussing about their problems and in this way they improved their programming skills. The demoscene is only a small part of computer science. All who study or studied computer science will confirm this.

Even Facebook is hosting its own, official programming contests now. Probably they are mostly interested in recruiting employees, but is that bad?
added on the 2010-12-14 08:36:35 by Adok Adok
i'm dumping tits and tricks at my blog about opengl, c++ and other graphics related stuff
I was wondering, everyone hates Hugi but it is one of the very few diskmags still alive. Diskmags are dying. Nobody cares. They say we don't need diskmags. But Hugi is still here. I love Hugi for what it does to the scene, besides the fascist articles :)

Ok, maybe I just love being devil's advocate..
added on the 2010-12-14 09:15:19 by Optimus Optimus
Adok: I guess everybody who ever got on the graphical side of programming ends up making small "demo's". But those would be just a bunch of separate effects in separate projects.
That's because they would be more proof of concept stuff, like to try something for a game, what they are aiming for.
It doesn't occur to them that you could direct these loose effects in a demo, with fitting music and polished artwork, because that's not their goal.

I see this a bit with my CS classmates. They sometimes make cool graphics stuff, but don't even know what the demoscene is, and sometimes find it quite strange when I introduce them.

On the other hand, I do also have classmates who are really in it for the AI stuff, or who really want to do something with distributed systems etc.
Add tutorials for two types of audiences if you can Adok, the newbie albeit demo focused and the more technical less code dense for the already illuminated folks.

rasmus titblog is great :D
added on the 2010-12-14 10:24:04 by cg_ cg_
what las said...
added on the 2010-12-14 11:58:53 by auld auld
How to generate alias-free waveguide sequences using non-orthogonal Hilbert transformers by exploiting conformal mapping of the Laplacian s-plane and fulfilling the minimum-phase LMS constraints.
added on the 2010-12-14 14:04:02 by trc_wm trc_wm
Or how to renders physically correct tits using AO and subsurface scattering in PHP.
added on the 2010-12-14 14:05:06 by trc_wm trc_wm
Quote:
Ok, maybe I just love being devil's advocate..
In order to be a devil's advocate, I believe you have to make an actual point.
added on the 2010-12-14 14:15:55 by gloom gloom
HILBERT TRANSFORMERS...ROBOTS IN DISGUISE...
added on the 2010-12-14 14:51:15 by tonyrocks tonyrocks
use the compiler to keep track of opengl
\ö/ finally someone has read scott ;)
added on the 2010-12-14 19:10:36 by Danzig Danzig
Yeah, nice post, but I think it's time to move on to at least OpenGL 3.3 (which is supported on all hardware supporting DX10) ... and in OpenGL 3.3 the fixed function pipeline is deprecated (which I really love ... means more freedom IMHO) ... so most state changes are obsolete xD (just my two cents)
added on the 2010-12-14 22:57:28 by neet neet
what neet said :)
added on the 2010-12-14 23:48:59 by xTr1m xTr1m
Untz ishz Untz ishz Untz ishz Untz ishz...
added on the 2010-12-15 00:39:04 by ewerybody ewerybody
- more intermediate to advanced math oriented tutorials for the layman.

what i would like to see in more:
- tutorials with pseudocode examples, because then you necessarily dont have to copy and paste code from for example C++, but use it in your own language and you have to learn it!.
- more fractal stuff. yes i know iq has alot on his site, but its impossible to understand from someone with just basic college math. :P
- assembler coding. tricks and hints. a good article and sense about the restrictions about filesize coding. for example how these raytracing-techniques are used in 256 byte intros.
- more shader language tutorials down to hardware.
- lets say also article about how implement different concepts into some cool new demoeffect. for example use physics-algorithms with mandelbrot or julia fractal (2D or 3D), i.e integrate mathematical concepts together. lets try imagine if complex numbers can be used with physics-agorithms? another bad example: boids implemented in ifs-trees etc.. (maybe this is for the advanced mathematician, but good explanations are the key for a good article for the intermediate imho). like to see some tutorials about iterative processes. i have lots of ideas, but i dont have the propper math-skillz, but i know alot of cool stuff can be done with some integrated math. hence more math tutorials!!!
added on the 2010-12-15 04:27:38 by rudi rudi
hey danzig, thanks for mentioning my blog :-)

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