Series 14: it’s, er, late

Series 14Greeting readers. It’s about midnight, and I’ve just got in from the edit. Tonight I’ve been working on the track film for show 1, which this time is helmed by James in a couple of massively overpowered limos – thought it’d be a change from the low slung two-door stuff.

The editor and I have been chuckling over May and the Stig playing Top Trumps, a game the Stig, frankly, struggles with. But more of that a week on Sunday, when we’ll be dishing up our new offerings.

I’ll be doing a rundown of stuff that’s coming in another blog, but first we must take care of some very important housekeeping, because for this series only, we’re moving to 9pm on November 15. We had no choice really: X Factor on at the same time with the Results Show, Cowell on storming form, the whole nation glued – we know when to bravely bugger off and wait until the storm passes. 

Anyway, for God’s sake tell all your mates about the new temporary arrangements, and then we must also address the issue of the kids.

Basically, we know children get much pleasure from watching three grown men being thick, but we also know it’s school on Monday and 9pm might be a bit late for the younger ones, so – and I speak as a parent myself here – mums and dads, for God’s sake let them stay up.

What’s a bit of grouchiness at breakfast between families? And OK your kids might grow up a bit thicker because they slept through the first lesson, but hey, at least they’ll know the horsepower of an Aston Martin DBS, even if they never end up successful enough to buy one on account of staying up to watch Top Gear.

And teachers, if you’re reading this, have a heart after you’ve checked my grammar. Do you really have to do brainy stuff like chemistry first thing on Monday? Why not teach the kids how to sleep on their desktops, or better still have a quiz about BBC motoring programmes?

After all, a typical episode of Top Gear contains maths, geography, physics, politics and if James is doing a film, maybe even some Latin. 

So there we are, our future is in your hands, parents and teachers. And kids, if none of this working, just put all the clocks back an hour in the house.

Right, I’m off to bed now, because we’re rehearsing Top Gear Live in the morning – cars on fire, all sorts of spectacular nonsense – coming to YouTube soon via someone’s camera phone, and we must make sure we set fire to the right cars. Back soon.

What do you think?

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By WebOsPublisher

Icon Processor by Forum_account at BYOND Developers
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Icon Processor
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Version 3
Date added: Mar 15
Last updated: Mar 17
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An easy way to generate and process icons. [More]
This library handles the overhead for processing icons. If you want to run a custom operation of every pixel of every icon state in an icon, there are lots of loops and other things you need to write. This library handles all of that.
The library works by providing the IconProcessor datum which contains procs for manipulating icons. It has procs that are automatically called for every icon state and for each pixel – all you have to do is override these procs to define the operation you want to perform. The IconProcessor object also has procs to perform useful operations (interpolation, sampling, etc.).
To change the opacity of an entire icon, here’s all you have to do:
Fade parent_type = /IconProcessor var opacity = 0 New(o) opacity = o // to apply the fade effect we process each state // pixel by pixel. state() per_pixel() // output the icon, state name, direction, and frame number show_progress() pixel() // get the color at the current x/y var/Color/c = get(x, y) // if the pixel isn’t already more than transparent // than desired, set its alpha value. if(c.a > opacity) c.a = opacity return c
And to run it:
// create an instance of the fade processor that makes the// icons 20% opaquevar/Fade/fade = new(0.2)// process the sample iconvar/icon/result = fade.process(‘icon-proces sor-demo-icons.dmi’)// save the result as "fade.dmi"src << ftp(result, "fade.dmi")
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Mar 17, 10:46 am
Version 3 by Forum_account
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Comments
Asielen: (Jul 27, 4:05 pm)
Thanks for the rundown and the link. Perlin noise seems like it can be very useful in creating games.
Forum_account: (Jul 27, 9:19 am)
Perlin noise uses a matrix of random vectors and interpolates between those vectors to generate the noise values. The SIZE var tells it how large that matrix of vectors will be. You shouldn’t need to worry about that too much but if you are making a 100×100 map you’d want the SIZE and scale to be set such that the noise values don’t repeat.
The interpolation var determines what method is used to interpolate between vectors when generating noise values. It can be set to LINEAR or COSINE.
The scale var is a multiplier applied to all coordinates. If you’re making a 32×32 icon and the size of the matrix you’re using is 5x5x5. If you use each pixel’s coordinates to get noise values the function will repeat (noise(1, 1, 1) is the same as noise(6, 1, 1) because the size is 5). You can set the scale to 0.1 so that calling noise(32, 32, 1) will actually sample the noise function at the coordinates 3.2, 3.2, 0.1.
The levels var determines how many times the noise function is sampled.
This web page has some good pictures to show how it works and what these variables are used for: freespace.virgin.net/hugo .elias/models/m_perlin.ht m
Asielen: (Jul 26, 9:39 pm)
I am interested in your Perlin noise generator. I have it working for map generation, I am just wondering if you could explain the PerlinNoise datum a little more. Specifically what each of the variables and constants modify.
The ones I am curious about are:
var const SIZE LINEAR COSINE interpolation levels scale
Zaoshi: (Mar 29, 1:17 pm)
Forum_account wrote:
You’d have to process everything twice.
You’d have to tell difference between that particular object and other part of the scene to process it second time, therefore this method isn’t used at all (I hope). There’s simply color value sent to shader that gets added to every pixel when the object is drawn for the first time:
float4 PixelShader(/* … */) float4 FinalColor(0, 0, 0, 0); // other calculations such as lighting return FinalColor + FadeColor; // not an actual code
That results only in one extra operation per pixel.
To the GPU it’s probably less costly to make this an additional operation applied to every pixel than to handle this as a single translucent blue polygon placed over the whole screen
Partially true. Drawing blue transparent polygon would require more operations per pixel, but difference is extremely low, calling Draw() proc alone costs more than those operations, therefore this way would be fine.
Forum_account: (Mar 17, 11:11 am)
I guess that wasn’t the best example. It doesn’t have to be a full screen tint, it could just be applied to a single object.
To the GPU it’s probably less costly to make this an additional operation applied to every pixel than to handle this as a single translucent blue polygon placed over the whole screen. To process that, you’d have to render all geometry then process the translucent overlay. You’d have to process everything twice. GPUs are fast because they do a lot of work in parallel. If this is just an extra operation applied to each pixel, you still get the full benefit of parallelization.
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2006-01-29T17:47:00Z
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10.2625
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