Project Description
To experiment and possibly implement a filter for OBS studio, with a focus on doing frame interpolation, while lowering the output's target FPS.
The idea is to capture videogames at a high frame rate (say, 240FPS), interpolate these frames together in batches of 4, then output these interpolated frames as a 60FPS stream.
The interest here is to learn more about frame interpolating techniques, inside a context that's actually useful.
Goal for this Hackweek
Ideally, we'd implement a very simple filter that turns all video to greyscale. Frame interpolation could then be implemented as a consequence of this filter's development. Basically, we need to familiarise ourselves with OBS Studio development.
If the actual implementation can't be done during HackWeek, at least we'll learn more about OBS Studio development.
Looking for hackers with the skills:
This project is part of:
Hack Week 23
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Gods & Steel: Tactical Prototype by pherranz
Description
A turn-based tactical combat prototype built in Godot, featuring two techno-sorcery factions in strategic warfare. This proof-of-concept demonstrates core gameplay mechanics including alternating activations, unique faction abilities, and tactical positioning on a grid-based battlefield.
Goals
Primary Objectives: Implement a complete turn-based tactical combat loop with alternating unit activation Create two distinct factions with 3-4 units each, showcasing unique mechanical identities Develop a modular code architecture for easy expansion to additional factions Deliver a playable 3v3 battle scenario with basic AI opponents
Technical Milestones: Grid-based movement and positioning system Alternating activation turn manager Unit ability system with faction-specific mechanics Basic AI decision-making (move → attack patterns) Health/damage system with win/lose conditions
Stretch Goals: Simple cover system for tactical positioning Additional faction-specific special abilities Enhanced visual feedback for actions
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Technology Stack: Engine: Godot 4.2 Art Style: Top-down 64x64 pixel art Programming: GDScript Version Control: Git Tools: Aseprite/LibreSprite for pixel art, TrenchBroom for level blocking
Development Approach: Day 1: Core architecture (scenes, grid system, unit base class) Day 2: Turn management and basic movement Day 3: Combat system and faction abilities Day 4: AI implementation and balancing Day 5: Polish, bug fixing, and demo preparation
Technical Architecture: Scene Manager (handles game flow) Grid System (pathfinding, positioning) Unit Manager (turn order, activation) Faction System (modular ability definitions) AI Controller (state-based decision making)
Asset Pipeline: Placeholder art → Greybox prototyping → Final pixel art Modular unit definition using Godot's resource system Data-driven ability definitions for easy balancing