Search found 39 matches

by SirRanjid
Fri Oct 30, 2020 7:02 pm
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

3. sin actually is the derivate of cos and vice versa (sin' = cos; sin'' = sin) 4. canvas is like the screen you render to but as texture. so you render to an invisible screen, then render the invisible screen like you tell the program to forward any render operation to a canvas by enabling it. the...
by SirRanjid
Fri Oct 30, 2020 4:48 pm
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

I've updated your script to the 11.3. The long space enables and disables the wave line. 1. That is the wave line in the middle? 2. Why the learned NN have wrong result by the 1, 0 input? It shows 0, not expected 1 3. Why you have "nn.func.cos, nn.func.sin", the second one must be the derivative of...
by SirRanjid
Tue May 19, 2020 10:36 pm
Forum: Games and Creations
Topic: Gravicles (SIM)
Replies: 3
Views: 5816

Re: Gravicles (SIM)

Update 3: -made the balls appear seamless on the edges -fixed window not really being resizable -fixed gravicles bugging out of the simulation on resizing or when they get too fast -added a slider that controls the attract/repel force multiplier for linked gravicles -added a simple function to copy ...
by SirRanjid
Mon Apr 13, 2020 7:16 pm
Forum: Games and Creations
Topic: Gravicles (SIM)
Replies: 3
Views: 5816

Re: Gravicles (SIM)

Thanks! :) I updated the visuals a bit and rebalanced the values to give a rather nice scene at startup. https://i.imgur.com/eqyQMNp.gif update2: Improved and optimized visuals, fixed bugs and more improvements. [Edit: the attachments are all the same it just failed on me to remove old, and even dis...
by SirRanjid
Sun Apr 12, 2020 1:06 am
Forum: Games and Creations
Topic: Gravicles (SIM)
Replies: 3
Views: 5816

Gravicles (SIM)

Wanted to make a little doodle where objects attract/repel each other based on their color. But then I wanted it to be interactive so middle mouse drags the objects, right click inverts their color and I added parts of my gui lirary to control the values in real time and more... Basically you can wa...
by SirRanjid
Wed Aug 28, 2019 12:42 pm
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

Added rotation and some better coloring.

Image

Overfitting in motion.
Image

(somehow the graph only renders if you hit space once)
by SirRanjid
Tue Jul 23, 2019 8:37 am
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

I made it look nicer.

Image
Image
Image

The last one has different activation functions on each layer.
by SirRanjid
Mon Jul 15, 2019 12:15 pm
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

Nothing haha. Actually I like to watch it do stuff like shown in the image and just alter stuff like jitter and such. I concluded that a fixed jitter gets problematic the closer it gets to the error value or when the jitter is bigger than it. So maybe a dynamic/relative jitter is better (as with wha...
by SirRanjid
Sun Apr 14, 2019 7:26 am
Forum: Libraries and Tools
Topic: Artificial Neural Networks for lua
Replies: 14
Views: 23211

Re: Artificial Neural Networks for lua

https://i.imgur.com/Zyq0LFc.gif I updated it bit to make it color different training pairs differently on the plotter instead of coloring all by their error. Also added sin and cos functions, some jitter and a new net for eyecandy. The nn code itself now also outputs the index of the used training-...
by SirRanjid
Fri Jun 29, 2018 12:27 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1726
Views: 757773

Re: What's everyone working on? (tigsource inspired)

I added water puddles that only spawn when it's raining, also working on a new part of the city called the Neon Light District [...] Nice progress. I'd suggest you add some fake ambient occlusion. Maybe store depth information along with each tile and run a shader on top. https://i.imgur.com/PAR4V6...