Ah yes, it's been quite a while since I've posted on this forum, or even used Love2D. I've been making a bhop game on Roblox. And a lot of doing nothing. Well, I finally gathered enough shreds of motivation to actually do something interesting. I had been thinking of how this would look pretty cool for a pretty long time. I had also been thinking about how non-GPU intensive it could be with the right optimizations. Although the shader code could easily be optimized to run at least twice as fast, it's not at all slow. In fact, no matter how fast you make the odometer spin, you can never get passed a maximum complexity level. So yeah, motion blur with a constant complexity. Here's a video of it in action with an exponentially growing number:
Here are two files, the one used in the video, and one that counts in binary.
Feel free to look through, I put more comments in the shader than I usually would because it has been so long since I used glsl. Also, try resizing the window!
Motion Blurred Odometer
- xXxMoNkEyMaNxXx
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Motion Blurred Odometer
Last edited by xXxMoNkEyMaNxXx on Fri Nov 13, 2015 6:27 am, edited 3 times in total.
- TheOdyssey
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Re: Motion Blurred Odometer
This is actually really cool and a lot smoother that I expected. Except when i use the binary one there's a point where it just stops. And also you should thing about animating the other numbers too. But this is really good and smooth too!
- xXxMoNkEyMaNxXx
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Re: Motion Blurred Odometer
I blame floating point numbers!TheOdyssey wrote:when i use the binary one there's a point where it just stops.
All the numbers are motion blurred. They are not always moving though, in fact they are stationary most of the time, which is why you see the numbers blurred together instead of sliding. The sliding part is still there, it's just very faint. And that is exactly how it's supposed to be.TheOdyssey wrote:you should thing about animating the other numbers too.
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