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  • hello and welcome to the first community showcase video of the year.

  • Since the last one, I've gained about 3000 subscribers, so there'll be a lot of people that might not know what this video is about, and they come here to expect code.

  • But this channel isn't just about code.

  • It's about the community as well That's developed around it.

  • On occasion, I'd like to show what the community have been working on because you know, it's great to have your stuff presented on a platform.

  • It's got a bit of an audience.

  • This particular showcase is going to focus mainly on things that have been done in the console game engine.

  • The utility I use for a lot of my videos, and I think you'll agree the sheer length that some people are going to in order to create fantastic code is staggering.

  • This is the first submission of two from Eli on the Discord server.

  • On it, it's an implementation of the familiar 2048 game.

  • I'll just pull it down to the middle and you can use the arrow keys in order to try and accumulate the numbers to accumulate the largest number so Let's get started with a game.

  • Press left and right, and I want to try and stack up numbers of the same and they start to combine.

  • It's quite addictive to play.

  • Very simple, but quite addictive.

  • I quite like the fact that he lies chosen to stay with a deliberately low resolution.

  • For this.

  • Nothing says you need high resolutions in order to implement fancy graphics.

  • The game is quite playable without needing fancy graphics.

  • Eli Second Submission is a little bit different.

  • It's a stick fighting platform game.

  • You can make the characters jump on.

  • You can make them damp and kick and punch, and that there's some health.

  • The cakes, the animations a little bit slow, but it's nice that it's two player.

  • So are the keys, you know?

  • Yeah, I'm controlling both the players now, and you can eliminate the health of both place.

  • If I try and punch the Yellow player, it's got some simple collision.

  • There we go.

  • I've killed the place on They both Oddly, drift towards the heaven.

  • I'm guessing anyway, I think that's a really silly example of something cool with the council game engine.

  • Thanks, Eli Return know also from the Discord server wanted to explore the property's off Spira graphs and the mechanics involved.

  • To do so.

  • And so use the Consul game engine with a very simple program to simulate an arm with different segments in order to draw patterns and started off here on.

  • So each segment rotates at a different speed on it's connected to the previous segment, and over time it draws these interesting shapes, like the old toy we used to play with back in the eighties.

  • What I like about this application is it shows really what I consider the council game engine to before.

  • It's a platform for exploring algorithms and ideas, and here we are.

  • It's approaching the end of, ah, full cycle of drawing, So now it's repeating itself.

  • I think that's quite pretty.

  • You can change the parameters quite easily in the program to see the different shapes.

  • One of my favorite video, some last year, was the path.

  • Finding a star algorithm on has prompted a lot of debate, both on YouTube On dawn, the Discord server on Dhere, I'll, Dave or Ill Dave has created a Java script version.

  • Dave contends that his version is very similar to mine, and I think I would agree, and it's nice to see it run in the browser.

  • Indeed, it looks quite familiar, so we can start with a starting point.

  • In an end point on, we can see the path get drawn on DTH e space explored.

  • In order to navigate that path, you can use the fight Max Button to set the obstacles.

  • Very nice, Dave, Longtime supporters of my channel will know that I created Little Sprite editor to help me with some of the graphics.

  • And and here it is just a quick reminder.

  • You can load up a spite file on Do you move a curse around on place pixels as necessary in order to draw the sprites and had some rudimentary routines for zooming in and zooming out.

  • And you could pan around the Sprite sheets as you as you needed to.

  • I'll be the first to admit it's very basic on, so quite a few people have had to go creating their own Sprite editors on the 1st 1 I'm going to show is written in the console game engine itself from Tom L.

  • On the Discord server, and it's very nice indeed it suddenly uses the mouse for a start, which I think is a fantastic improvement, and we can select from the top here from the color palette, conflicts and Cole is, and we can select the shading intensity and you just draw with the mouse like you would expect.

  • She's a different intensity, and there we go.

  • And it comes with rudimentary line drawing on dhe shape drawing routines.

  • It even has a small float.

  • Phil.

  • Using the mouse certainly makes this more intuitive.

  • But what I really liked about this application is it's the first instance I've seen off changing the font size at runtime in order to facilitate a zoom.

  • So if I zoom in okay, the council window moves, but instead off drawing additional pixels, the overall pixel size has been changed.

  • Zoom in again.

  • Now we can zoom back out and back out very nice, and we can save on load to the discs as well.

  • If I want to paint with a different character, I can choose one from the menu appear when it starts to paint.

  • That, too.

  • Try different cola.

  • Very nice.

  • I can also school around the image, and it comes with an undue function don't do is traditionally quite hard to implement.

  • Finally, I can also now save the files to disk.

  • And I like this because this is also the first example I've seen off Rheal Time text entry in the console game engine, too.

  • Another Spite editor Now, and this time it's from neon, also on the discord server, and I'm unfamiliar with this technology.

  • It seems to involve the mouse and rectangles that you click on.

  • I.

  • I think this is what they call a window anyway.

  • It's not in the command prompt.

  • It's written in C.

  • Sharp, and it handles the one Lakota Sprite file format.

  • And as we can see here, we can school around the image on.

  • We can select different colors and paint into it.

  • It's all very nice and intuitive, but I can make it full screen on.

  • We can see the whole spreadsheet, fasted cucumber from YouTube and the Discord server wanted to explore.

  • Implementing mouse driven interface is an event driven into faces, using the command line game engine on.

  • What we see here is an implementation off the cookie clicker game.

  • It's not quite the same.

  • Annie borrows heavily from some final fancy influences, which I like so bonus points for that.

  • But the idea is to accumulate points by choosing the right.

  • Add aunts to how the points are multiplied, so you basically select multiplies on.

  • You need to purchase those multiplies in a strategic way in order to get the most points in the quickest amount of time.

  • But I like this video because it shows really that you can implement a Windows based system inside the command line game engine.

  • This is encouraging for future games.

  • I also really like the font that he's implemented.

  • It's been implemented as a Sprite sheet, so all of the characters are individual.

  • But it's nice because it allows you to have a high resolution, command line counsel game engine on Still see the text.

  • This example is frump lento, also from the Discord Server on.

  • I like it because he's using the council game engine to explore phenomena.

  • In this case, it's how his particle system interacts with gravity.

  • And this is exactly what I intended this tool to before.

  • It's just so you can try your ideas out.

  • That's really nice.

  • This year.

  • I've put quite a bit of effort into developing a circle versus circle collision detection engine.

  • And I think this is called the Imagine of Quite a few people now apologize.

  • I've only got some low quality gifts for this, but these are from Dev Guy, also on the discourse over who was taking the two D equations that I presented in my videos on applying them in a three D world and here we can see that the balls are interacting on a plane.

  • But one of the nice parts of the equations that I use is that can be very easily extended into three dimensions.

  • You just simply need to include the said components on here.

  • Deaf guy has done exactly this, and instead of using balls, he's using monkeys heads.

  • But the collision boundary is indeed a sphere, and so we can use exactly the same approach and mathematics to implement three dimensional collisions.

  • As you can see.

  • As he moves around with a camera, the ball's interact with each other and bounce around.

  • Very nice.

  • Here's something a little bit different.

  • This is from cross ex from the discord Sever Onda.

  • He's used the council game engine in a former it's a heavily edited council game engine, I might add.

  • I think basically he stripped out all of the bits they didn't like, but it's quite an interesting demonstration.

  • What it does is it emulates burning flames, and I think it's quite pretty.

  • This one's also cool.

  • This is from tutus on the Discord server on its using not just the council game engine, but also will see noisemaker for audio on.

  • What shooters has done is he's implemented his own chip eight emulator, and he's using the council game engine on the noisemaker as front ends once have compiled the solution, we can have a go on.

  • There's some provided games which aren't written by tutus there written by somebody else.

  • But there's quite a few to choose from, and we just drag them onto the compiled execute herbal on.

  • So this is tutors his chip eight emulator using the council game engine as the front end.

  • Let's have a look now Chip.

  • Eight games are a bit flickering and a bit slow, but they're completely self contained.

  • Virtual machine in one way or another.

  • As you can see, I'm not very good at this.

  • Let's try something else.

  • Good old fashioned punk on this handsome sound.

  • One thing Tutors has decided to do is to show the internal registers of the emulation at the side of the screen as well as the inputs.

  • Now the chip eight has a rather unusual method of input it uses of four by four.

  • Matrix on those inputs are interpreted accordingly.

  • So it does make some of the game's a little un intuitive to control.

  • And you can see I'm not doing controlling my tank very well.

  • Here it all.

  • But you can see what the registers are doing on you can debug your algorithms.

  • This is a really nice, complete and contained solution.

  • Tiger Claw used the council game engine to explore fractals, and here we've got a program that's generating a mantle brought set.

  • The limited resolution of the council game engine does tend to make this look a little bit blocky, but I can see this algorithm being completed further by zooming into a particular location.

  • Now I'm sure this next one is going to get people very excited.

  • This is from it.

  • A.

  • I think I'm pronouncing that correctly on the discord server on It's a little bit unusual.

  • Firstly, you'll notice lots, of course, to what look like open G L style commands on what it is done, as he has implemented from scratch a software rast arise ER that implements the open G L 1.1 specifications on.

  • Instead of rendering to a texture off screen, it renders to the console game engine.

  • So I've just emphasize it again.

  • What we're not doing here is rendering to enough surface texture and then just translating that texture to the console game engine.

  • It is indeed being rendered in the console game engines.

  • Native format on this is quite cool.

  • And so the demonstration that is a is provided is probably going to get people thinking about what we might be doing later in the year.

  • And, of course, it's a small cube that's textured on rotating on the screen.

  • It's not much right now, but it does show the potential.

  • I will be covering some three D graphics later in the year.

  • I don't think I'll be creating a world that is directly assembled out of cubes, but we will be talking about the mathematics involved in doing the projections and the transforms to get versus ease into a to D plane in October last year, I made a video which was displaying the Webcam at the command line on, if you might remember, I wasn't that pleased with the end result.

  • It was a bit noisy.

  • The colors were a bit saturated, but it was an interesting journey on how we got there, and I proposed a challenge that if anybody can think of a better way to do it, to get in touch and two people did, in fact, rather miraculously, two people did about two months later, within the space of an hour of each other on Dhe, their initial solutions were almost identical.

  • The first solution from Chris Taylor involved creating a very detailed lookup table on.

  • Of course, he didn't do this by hand.

  • He created a small program, which generated it accordingly.

  • On that way, the colors from the camera could be index into this table on the appropriate console.

  • Color equivalents could be chosen from it.

  • So let's take a look at how this algorithm behaves and we can see.

  • I think it looks a little bit more natural now.

  • Certainly my skin tones are no longer bright pink and orange And if we look at the guys in the background cat wire and Mario yeah, they don't look too bad.

  • It's all.

  • I've also deliberately worn a vividly colorful T shirt today just for these videos because my room in here is a little bit void off color on a bit washed out because I'm sat by the window.

  • The second person to produce an algorithm was Detective King on YouTube or just simply King on the Discord server.

  • It's actually the same way.

  • So this is the kind same kind of program that Chris Taylor used to generate his lookup table on.

  • One thing the king likes to do is also send documentation on how the approach has been implemented.

  • King's first algorithm that this was a little different in two ways.

  • Firstly, it generated the table at runtime on DIT also used a technique to smooth some of the colors.

  • So let's take a look at how it works, and here we can see that the coolers are similar, but King has used, in effect called dithering.

  • Thio help move the air around the image to make the colors blend together a little bit more smoothly on the end result, I think, is quite pleasing.

  • Now.

  • I'm in the process of putting together an image processing video, so we'll talk about dithering in detail in that video.

  • But for now, what we can see is that the blending is a little bit nicer on sometimes the edges and shadowing are also a little bit more detailed, but there's still artifacts in this image.

  • Sometimes near the edge is we can see around the top of my head.

  • There's a tendency to go towards blue on.

  • There's a tendency to go towards yellow on my shoulders.

  • There's there's bleeding in the colors, and so started King's adventure into trying to make this the most perfect webcam in the console algorithm.

  • Possible on.

  • Here are some of his notes that analyzed the existing code and tell you everything that's wrong with its and word.

  • We can gain performance and how we can make the colors more improved.

  • I will, with King's permission, I will put these notes up as part of the source code for this and along with his algorithm, so you can see we get quite a lot of detailed notes basically talking about how the dithering works and where we can save clock cycles to keep the frame rate up.

  • Eventually, we decided that the frame rate probably wasn't the most important feature, and so instead we decided that color correcting this should be the approach to take on again.

  • He have got more of kings experimentation, where he experiments with changing the gamma qualities of the images, too.

  • This got quite involved.

  • And so he was king's algorithm after the first stage off improvements and I'm cross my Pringles can here just to show you something that's more interesting.

  • Color.

  • Please don't go out and buy Pringles.

  • And here I'm showing the most recent stage of the algorithm.

  • Now there are some visual artifacts regarding sort of more patents, but now the colors are very well balanced indeed.

  • On there's a lot of detail going into the shadows and the highlights, but the frame rates still a bit low.

  • I don't think King will ever stop working on this.

  • This is certainly a work in progress for him, and I wish him the best of looking, continuing.

  • Let's have a look at the guys in the back and I think we're getting to a point now where we probably are reaching the physical limitations of the console.

  • However, once King had understood how to display color on the console, it was only a matter of time before he started to think of other things to do with it.

  • On here we can see it your picture of Marriott to see but is being rendered in the consul.

  • I want to prove that because I'm going to zoom in on the image on we can see it consists of individual characters, and it's nice to zoom in because we can really see the detail of the different types of shading that air going into displaying the images and so armed with a mastery of handling colors in the console, I think King got a bit bored of Web cams and then went on to create a Sprite editor on It is indeed quite a wonderful tool.

  • S.

  • O.

  • This is the Sprite editor that King was created on.

  • The first thing you'll notice is that we've got a full set off HS V cola bars to choose from so I can choose a color.

  • I'm going to stick with a primitive red.

  • It's easier to select on we can choose a drawing tool, too.

  • So in this case, I'm going to be drawing circles on Dal Joran of the circle as well.

  • Here on what I can do is select another color, but King being king can't just stop it colors.

  • We also need to handle Alfa and transparency to my song.

  • It's just increase the decrease the Alfa little bit here as to make the blue a little bit more prominent and you can see it works as it should do, whether they're all suitable for using a sprite, I don't know, but nonetheless, it's a fantastic technical achievement.

  • So we've got all of the variety of tools we might want to get a spray paint gun on weaken couldn't paste on.

  • The spikes exist within a scalable environment.

  • On we can zoom in to a do individual per pixel editing.

  • You can see the preview window at the bottom schools around is necessary.

  • We've also got the ability to erase back to the background.

  • That's cooler droppers line drawing tools on everything else you might need to create sprites for the consul game engine in the council game engine.

  • So that's all for this showcase and I hope it's the first showcase of what will be several this year.

  • It's always wonderful to see members of this community getting stuck in getting the hands dirty and writing some code and not being too afraid to show itself.

  • If you want to show any code, find a way of contacting me.

  • The Twitter YouTube with Discord Server sent me an email however you want.

  • But if you do want to submit code for Showcase, it's got to be somewhat relative to what that's going on on the channel on.

  • I do insist on seeing the source code.

  • I'm not going to be running lots of random executed balls on my machine.

  • I know what some of you are like anyway.

  • We'll be back to programming.

  • Things is normal in the next video.

  • I'd just like to say really big Thank you to all of those who contributed code for this video.

  • If you liked what you seem, please give me a thumbs up.

  • Ever think about subscribing joined the discord?

  • Definitely.

  • Come and have a chat on Dhe.

  • I'll see you next time.

hello and welcome to the first community showcase video of the year.

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