移植费了大劲了 ><
anyway

miku
移植费了大劲了 ><
anyway

miku
Rika's engine code:
~/link/rika/rika-engine % n stat
http://cloc.sourceforge.net v 1.08 T=0.5 s (86.0 files/s, 7802.0 lines/s)
----------------------------------------------------------------------------
Language files blank comment code scale 3rd gen. equiv
----------------------------------------------------------------------------
Haskell 43 949 176 2776 x 2.11 = 5857.36
----------------------------------------------------------------------------
SUM: 43 949 176 2776 x 2.11 = 5857.36
----------------------------------------------------------------------------
Rika including most patched libraries (mostly GL):
~/link/rika % n stat
http://cloc.sourceforge.net v 1.08 T=2.0 s (220.0 files/s, 26622.5 lines/s)
----------------------------------------------------------------------------
Language files blank comment code scale 3rd gen. equiv
----------------------------------------------------------------------------
Haskell 440 9040 9762 34443 x 2.11 = 72674.73
----------------------------------------------------------------------------
SUM: 440 9040 9762 34443 x 2.11 = 72674.73
----------------------------------------------------------------------------
Experimental game as a development test case:
~/link/__test_game__ % n stat
http://cloc.sourceforge.net v 1.08 T=0.5 s (42.0 files/s, 2818.0 lines/s)
----------------------------------------------------------------------------
Language files blank comment code scale 3rd gen. equiv
----------------------------------------------------------------------------
Haskell 21 373 14 1022 x 2.11 = 2156.42
----------------------------------------------------------------------------
SUM: 21 373 14 1022 x 2.11 = 2156.42
----------------------------------------------------------------------------
deferred shading + per pixel - diffuse and specular lighting
still buggy :)

miku
I really have no idea what I'm doing now:
I'm rewriting the music-pad game using the rika engine without a gui, everything runs inside GHCi... odd.
Did some experimental live coding:
*Main MPS.Env MPS MusicPad.Type.Music> g <- m
main start:
calling scene before hook
*Main MPS.Env MPS MusicPad.Type.Music> [0, 3.. 15] .mapM_ (t g 3)
*Main MPS.Env MPS MusicPad.Type.Music> [0, 3.. 15] .mapM_ (t g 5)
*Main MPS.Env MPS MusicPad.Type.Music> [1, 5.. 15] .mapM_ (t g 7)
*Main MPS.Env MPS MusicPad.Type.Music> [1, 5.. 15] .mapM_ (t g 7)
*Main MPS.Env MPS MusicPad.Type.Music> [3, 4.. 8] .mapM_ (t g 1)
*Main MPS.Env MPS MusicPad.Type.Music> [3, 4.. 8] .mapM_ (t g 4)
*Main MPS.Env MPS MusicPad.Type.Music> ><
<interactive>:1:0: parse error on input `><'
*Main MPS.Env MPS MusicPad.Type.Music> p g
*Main MPS.Env MPS MusicPad.Type.Music> s g
*Main MPS.Env MPS MusicPad.Type.Music> q g
*Main MPS.Env MPS MusicPad.Type.Music> exiting script thread ..
calling scene after hook
It does make sound for the record ...
With a color buffer filled with the diffuse color from the first material layer ..

miku
今天调了好长时间的光线,还是有错误,郁闷。
有点想放弃 rika 引擎了,开始查 Unity,翻 ZBrush。无意间碰到这个 miku blender model 就导进来看看,居然一次就通过了,相机和模型都正确渲染,有点出乎意料。
想了想,决定还是继续弄吧,不过进度确实太慢了。

miku
My stupid deferred shading algorithm seems to come together piece by piece, need to fix some non trivial bugs in the math lib to get it to work.
I really like the idea of deferred shading, it's an example of wholesale / data driven algorithm. Just love it.

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