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Ever try coding a program to read human handwriting? Fun stuff.
author=LockeZ
The US postal service spent like a hundred million dollars to develop this. You're not gonna do it by yourself in a week.
You might be surprised how accessible the means to do this for just about anyone (with a reasonable understanding of coding) has become these days.
Go find some online dataset (there are a lot of them),
Feed said data and their labels to a Convolutional Neural Network (can be setup in few lines of python)
Tweak Network to generalize as best as possible, and voila, you have a program interpreting human writing to some decent level of accuracy.
Going by prices, Switzerland seems to be the final level
Lots of tiny spheres pretending to be water
who is exCITED FOR PUZZLE TOWER
Sounds derivative (puzzle tower)
I don't believe in horoscopes, but this is interesting. It's the "story behind your date of birth"
Also a 9, and just about not a single thing was correct, despite the cold reading aspect of it. But then again, given the nature of it, I'm not surprised
Playing around with the heat equation
Not really :x
Youtube pretty much raped the video quality, but the interesting thing here is not to be able to spot the heat source and sinks themselves, but rather how they emit and absorb heat around themselves. You can see a kind of black surrounding the black blocks, which gets bigger when both black blocks are close, making the area surrounding them colder, especially when the red heat source is further away :x
One scenario where this could be applicable could of course be some hero emitting heat, and being able to use this to melt ice and whatever, but also needing to seek warmth to not freeze to death. I'm also thinking about a 2 player board game where you'd try to make the board as cold or warm as possible by placing sinks and sources on the board (one player would be for warm, the other for cold). No idea how well this will work in practice though yet.
Youtube pretty much raped the video quality, but the interesting thing here is not to be able to spot the heat source and sinks themselves, but rather how they emit and absorb heat around themselves. You can see a kind of black surrounding the black blocks, which gets bigger when both black blocks are close, making the area surrounding them colder, especially when the red heat source is further away :x
One scenario where this could be applicable could of course be some hero emitting heat, and being able to use this to melt ice and whatever, but also needing to seek warmth to not freeze to death. I'm also thinking about a 2 player board game where you'd try to make the board as cold or warm as possible by placing sinks and sources on the board (one player would be for warm, the other for cold). No idea how well this will work in practice though yet.
Playing around with the heat equation
Have long wanted to do some nifty stuff involving dynamically changing heat in a game, and needed to run some tests with the physics behind it to see if I can get the wanted behaviour out of it. Not looking too bad
3D rendering in rm2k3? Perfectly possible
There would be a number of ways to do that, but that won't change how things are dealt internally in the rm2k3. This means you would still have to use charsets, tilesets, etc. with the same colour depth as always, since that's the only thing the maker knows how to draw, and trying to disable that is pretty much out the question.
So the most viable option would be to do some kind of replacing strategy, and then add some code in a plugin to render to the screen in full 24 bit color depth ( or even 32, if you fancy the transparency ). Dunno what the best way to make this user friendly would be though, and to a large part, it would mean redrawing the entire screen, which "could" affect the performance. Emphasis on "could", as the mode 7 plugin seems to be remarkably performant, even with only rudimentary performance tweaks.
Another thing I've been feeling like looking into, is the options of increasing the resolution of the window. I already have a good way of getting all the map data I need to show tiles and sprites beyond the 20x15 tile limit currently given, but there could be tons of other problems arising from trying to do that, which I'm just not aware of at the moment as well, since I'm stretching what the rm2k3 was supposed to do. I've seen something similar done for rm2k without DynRPG though, so I have a feeling it might not be as farfetched as it could seem.
I don't need more color depth to mess around in OpenGL though, and this seems like it could be a good time to refresh and extend some of my experience with OpenGL.
... Of course, lot of fun stuff which I probably won't have time to do anything serious about until march or something, because things are getting hectic again.
So the most viable option would be to do some kind of replacing strategy, and then add some code in a plugin to render to the screen in full 24 bit color depth ( or even 32, if you fancy the transparency ). Dunno what the best way to make this user friendly would be though, and to a large part, it would mean redrawing the entire screen, which "could" affect the performance. Emphasis on "could", as the mode 7 plugin seems to be remarkably performant, even with only rudimentary performance tweaks.
Another thing I've been feeling like looking into, is the options of increasing the resolution of the window. I already have a good way of getting all the map data I need to show tiles and sprites beyond the 20x15 tile limit currently given, but there could be tons of other problems arising from trying to do that, which I'm just not aware of at the moment as well, since I'm stretching what the rm2k3 was supposed to do. I've seen something similar done for rm2k without DynRPG though, so I have a feeling it might not be as farfetched as it could seem.
I don't need more color depth to mess around in OpenGL though, and this seems like it could be a good time to refresh and extend some of my experience with OpenGL.
... Of course, lot of fun stuff which I probably won't have time to do anything serious about until march or something, because things are getting hectic again.













