github broke. i cannot commit and therefore finish my proj. sorry ft 💔
:3
(meant to say this a while ago but i forgot)
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github broke. i cannot commit and therefore finish my proj. sorry ft 💔
:3
(meant to say this a while ago but i forgot)
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Increased piece size from 32px to 56px with enhanced contrast for better visibility. Fixed blunder detection by correcting the evaluation change calculation to properly catch negative evaluations (Black’s moves). Enhanced the evaluation function with positional bonuses and tempo calculation to create realistic eval variations instead of constant +0.00. Improved best move generator to produce valid suggestions and properly categorize moves as blunders, mistakes, inaccuracies, or good moves.
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I’m pretty much done the project. I made some new UI and really cool effects, it also takes me a lot of time fixing the bug of the units attacking each others. Now it’s a playable game and I hope you will enjoy it. I’m actually running out of time so…
in this game, player just needs to press the buttons to make the units attack each other, there is only a infinity mode in this game, and there is no actual losing, it’s just how much bases you can take over
woooo, I forgot to write a devlog, guess it will show up after my ship… Oh well
anyway, so flavortown just ended and I managed to slip in my ship exactly 2 min before it did…
I am so filled with adrenaline now I can’t express ittt
also the worst possible thing happened before I was about to the ship (~15 mins were remaining to the deadline), I realized I hadn’t cleared the 15 vote vote deficit from my last ship of another project and had to provide 15 comprehensive reviews in lest then 15 mins, to say it was a trip through hell would be an understatement (but don’t burn me. I still provide valid feedback to people, just mostly positive as I had no time to critique their work…), and that is the story of my very weird ship! ;(
anyway, as i said in my ship, the project itself is pretty easy to use, if you don’t understand something, please feel free to mail me now with that out of the way, attached here with are some screenshots from the demo script, enjoy!!!
[also, for some context, the video pre-processing is required as V-JEPA is pretty strict about what it takes in and how long it should be to yield optimal results, the bounding box for the frames is resizable as if you increase its size it, the extract is downsampled so V-JEPA can ingest it…]
[can you tell I am burned out, is my speech coherent? NVM, please refer to the readme if you need to understand it better… sorry again…]
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Clarification on Usability!! Just a quick note on usability! You might notice there is no live website link, and that is simply because STATERA is a heavy framework that needs 8GB+ of VRAM just to run a single forward pass. Since I don’t have the budget for dedicated cloud GPU hosting right now, I made it as easy as possible to run locally with an automated setup script. If you don’t have the hardware to run it yourself, no worries at all, I put full video demos right at the top of the README so you can see the UI and physics tracking in action without downloading a thing!
(P.S. If you want any specific video tested, please feel free to email it to me and I will provide you with the heatmap and the exact extracted metrics!)
welcome to the after-party
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It worked on my live server but not on the website and I figured it out that it was because netlify didn’t get my js. But I compressed my two files and now it works.
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Update in this devlog :
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I’ve fixed the stopwatch precision issue in this devlog.
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so i add timer logic here! to join caffeinated! this is will be great for pomodoro, you will get recipe when u finish the pomodoro
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Basically finished with a very barebones UI
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So, in this time we have made these more resources
create, get-all and get-specific route other will be added laterLog in to leave a comment
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Fixed the scaling mechanism for the NPC cars so the speed is now relative to the player speed and the zoom level. Before the cars would zoom past at higher zoom and crawl at lower zoom now it is consistent across all zoom levels.
Added individual car speeds to each NPC car so the traffic feels more alive. Same direction cars overtake the player and opposite direction cars come at a reasonable speed.
Fixed the lane centering for NPC cars. Lane 1 was off center due to the dirt shoulder being counted as road. Added a road offset ratio to trim the dirt and center the cars within the actual tarmac.
Added gradual traffic increase so the game starts calm and gets busier every 20 seconds down to a minimum spawn delay of 0.8 seconds.
Added spawn collision prevention so NPC cars dont stack on top of each other on spawn using a buffer check before pushing to the array.
Fixed the collision system which was going completely rogue. The SAT collision was using wrong angles for obstacles and NPC cars. Obstacles are axis aligned so they get angle 0 and NPC cars use their own facing instead of the player facing.
Fixed rogue hits on the first frame by checking NAN check.
Fixed the offroad damage check to use the player center point instead of edges so grazing the road border doesnt instantly trigger damage.
Fixed the fuel bar scaling so it stays in the correct position across all zoom levels using screen relative positioning instead of magic number ratios that only worked at one scale.
Moved to a uiScale separate from the game scale so the dashboard panel feels right sized without affecting the game world scaling.
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i made all of the hardcoded values CLI flags, polished the interface, and published the source code to github with actual documentation!
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