« first day (803 days earlier)      last day (4233 days later) » 
01:00 - 19:0019:00 - 21:00

1:00 AM
breaks silence with unnecessary text
 
 
1 hour later…
2:09 AM
ponders the syntax for italics
and guesses correctly
 
sneaks into the room with super italic skills
 
user4704
Combo breaker!
 
Super Italics Fighter
 
IV Arcarde Edition?
 
2:27 AM
Posting screens in a few minutes ^-^
 
sweet
Any Unity gurus in the house?
 
I've dabbled, definitely no guru, but I can pretend I might be able to answer
Actually... I've probably spent a total of 8 hours in Unity :P
 
That probably puts you in at least the 90th percentile :P I'm just curious if the only way to get surface normals of a collider is really by Collider.Raycast or Collider.ClosestPointOnBounds. They don't provide that data in the collision event data
 
I just don't understand half of these words xD
lol
Sorry
 
Lol no big, A for effort
 
2:32 AM
It's really just surface normals though. I've dealt with very little graphics related stuffs out side of 2D textures.
I got colliders working though! :D
 
Lol, good job! They're surprisingly tricky beasts
 
Yeah it felt silly what exactly had to be set
AND THEN
I could no longer use my position += method of movement and had to switch to a force based one -_-
 
Yeah lol, things go south fast if you modify transform.position directly. Unless rigidbody.isKinematic == true, but then you don't get OnCollisionEnter messages with static colliders :P
 
Anyone here familiar with Unity? I'm trying to draw a procedurally generated mesh, and my texture is not rendering (just a gray blob)
 
2:36 AM
@ToddersLegrande Have no idea what that means - but sounds awesome!
 
Hmmm.... I feel like I didn't get OnCollisionEnter to work but OnTriggerEnter (or whatever the trigger one is called) did work
@CodeAssassin We should team up and make a Twin Stick Moba together :P
 
@CodeAssassin Cool stuff, is the glowiness baked into the sprites?
 
@michael.bartnett yep
 
League of Legends, Dota, Heros of Newerth, Demigod, etc. in the style of a twin stick shooter (like geometry wars)
 
@ToddersLegrande Aha, that sounds brilliant.
 
2:38 AM
@RavenDreamer I haven't done much with procedural models and materials yet. Are you sure all your material props are being set correctly?
 
@Raven its an idea I've had for about a month now. I'm not sure how much fun it would actually be. I figured I'd make a 1 player version to test the waters and then go from there
 
@michael.bartnett Well, I have the same material on a regular cube next to it, and the one has the texture, (in the proper colors) and the dynamic one doesn't.
 
@ToddersLegrande cool - I would love to do it :)
 
@ToddersLegrande Does it being a two-stick shooter preclude button-based actions?
 
@RavenDreamer Nah. I figured I wouldn't even make it shoot automatically. Hook up default attack to a trigger or the A button or something. And then put special abilities in the other buttons
 
2:40 AM
oh, wait, maybe I just need to
 
@CodeAssassin do you have gtalk or anything like that?
 
@ToddersLegrande I have gtalk [email is cod3assassin@gmail.com]
 
if I'm not using lighting or anything, what are the "default" texture coordinates?
ah, blast. That didn't do it.
 
@RavenDreamer Are you assigning the material via an asset reference, or constructing a new material?
 
@michael.bartnett Asset reference.
public property of the script
drag and drop the material
 
2:49 AM
ლ(ಠ益ಠლ)
 
@RavenDreamer tried alternating between using renderer.material and renderer.sharedMaterial?
 
Oh, I'm not using a renderer, I'm making a graphics call directly.
> Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, pubMat, 0);
That might be it.
 
Sadly that's out of my knowledge scope. Should know more about that in a month or so, not that it'd be useful to you by then.
 
Ah, well, thanks anyway.
Ah, yes, it was with the UVs.
'course, now I got the texture on the insides of the cube. XD
Intruigingly, this also seems to have answered the question I was in the process of posting on the site. Double success!
 
3:29 AM
Nice!
 
 
3 hours later…
6:29 AM
@All: Good morning...
@all is here anyone to have knowledge in andengine..?
 
6:43 AM
you can ask, but I'm not sure if anyone can answer
 
sorry shihab, never done andengine, or any android. good luck.
 
andengine.. hearing a lot about it lately..
 
it's written in java, that's enough reason for me to call it bad!
 
i tend to agree, but the only other option on android is C++ with NDK. i like C++, but not the sound of NDK/JNI nonsense
 
I've come to think that no language in itself is bad, it's mostly about the crowd that is gathered around it
what's so bad about NDK?
 
6:58 AM
it's just tedious, IIRC, you've got to set up all the external calls and spend time managing your java/C++ boundaries. i haven't used it, so maybe it's not so bad, but i wouldn't relish working with it
 
what external calls?
even if it's required to setup function pointers in opengl style, there surely has to be a library that does it
 
the library setup itself may be a chore.
DllImport works really easily in C#, but that doesn't mean it's not a pain to use
 
7:16 AM
@michael.bartnett thanks for reply..
 
@michael.bartnett cygwin is the the only problem with NDK.
 
it requires you to use cygwin?
 
@michael.bartnett if you are going to create a game the only external call will be calling your main function
@michael.bartnett it used to require about 9 month ago, but I'm not so sure how it works right now.
a friends of mine migrated to linux just for that reason.
 
@Gajoo hopefully not anymore then. and for NDK there's no Activity class nonsense to worry about? im asking from having zero android experience.
 
try cocos2d-x
it might take a while (maybe a week) to get it compiled for the first time. but after that everything will run smooth
 
7:26 AM
then you're good to go on android and ios, right?
 
and windows and linux and mac.
also black berry if I'm not mistaken
for example I'm working on a game for iOS, in VS2012.
every week I just compile everything on an iMac device to make sure everything looks ok, and usually all debugging stuff takes less than an hour
 
anyone got any interesting problems for me?
 
7:43 AM
that is sexy, I'm going to have to try out cocos-2dx once i get a break from the main project
 
@snake5 udp data transmission for my game?
 
@Gajoo what about it?
 
I need my multiplayer support!
 
7:59 AM
..and?
where's the problem?
 
I don't feel like implementing it myself
at least not right now, and I don't know when...
 
hire someone then :P
 
you were asking if anyone can offer any job!
do you know what game I'm talking about?
 
8:31 AM
@Gajoo no, I was asking for interesting problems
jobs rarely offer any such problems
@Gajoo no
 
40
whoops
that's the line of my current compiler error
ctrl-g ftw
 
8:47 AM
@snake5 I've got a problem for you. given an array of vector3 velocities, most of them will have a similar orientation, but there will be one or two entries with outliers. how do you filter out the outliers?
 
find the average normalized vector in pass 1, check for outliers using a dot product in pass 2
simple
 
Awesome, that will work way better than this delayed queue thing I've got going on. 5am is a bad time for problem solving :P
 
9:13 AM
@snake5 still how can he filter outlines?
I mean average vector is not exactly in the same direction as the crowd
@snake5 battery.intellisenseless.com you can check older (2D) versions to play against bots.
 
9:38 AM
@Gajoo the crowd is guaranteed to have most vectors similar to others in the crowd, the dot product returns cos(angle) with 2 normalized vectors as input - no need to have the same direction, just similar
 
@snake5 the problem is how do you define similar?
 
@Gajoo angle under some threshold, most probably
 
it won't really help, I'm affraid
 
it appears that it did already help
 
 
9:44 AM
..so?
 
in this case, both blue and red vector are outliners
but the average is much more closer to blue vector compared to others.
 
no, they're not
there is no crowd in the first place
 
@snake5 crowd are black, yellow, and purple vectors.
 
outliers = <10% of data
probably even less
therefore your example is wrong
 
@snake5 how do you know about that?
also you must specify the threshold, before you can call your algorithm complete
 
9:46 AM
not at all
threshold depends on data
 
I mean you should define how one can extract threshold using data.
 
@Gajoo because that's how things are defined
 
for example you might say threshold is variance(data).
 
@Gajoo it is practically impossible to extract a threshold
 
@snake5 he didn't mention 10%,
 
9:48 AM
@Gajoo so? the exact percentage doesn't matter
 
@snake5 then it's impossible to implement your algorithm, we need a threshold in the process.
@snake5 it does, in my example outliners were 40% total.
 
@Gajoo it's not impossible
threshold is a value that you set depending on your needs
@Gajoo your example is wrong
 
@snake5 what's exactly wrong in there?
 
@Gajoo too few vectors to define a crowd
this feels like a chicken-and-egg thing
 
I can't understand what you are trying to defend. your algorithm is not wrong, it's just incomplete.
or inaccurate.
in some cases with some special conditions it's complete though.
 
9:55 AM
it's not incomplete
and what you call "special conditions", I call "the general case" or "the only case worth handling"
 
for example only if all the vectors are scatters with gaussian noise I can accept your algorithm.
 
what you drew there, that's a special case
@Gajoo you've misunderstood the original problem
 
@snake5 that's exactly why I'm saying it's incomplete, it can't handle special cases
 
You guys crack me up. I really feel obligated to implement this now.
 
@Gajoo that's not a reason for an algorithm to be incomplete
an algorithm is incomplete only if it cannot be implemented from the description
 
9:58 AM
it can either solve all cases or it can't. being complete means it can work for whatever input data you might have
 
@Gajoo yeah, right... so a json parser should also support all javascript code?
 
@snake5 also you didn't provide any measures for threshold value, it also implies incompleteness.
 
I've got tons of examples where this isn't true
 
@snake5 it doesn't, since JS code is not part of it's problem.
 
@Gajoo what measures? it depends on data which means "adjust until works"
@Gajoo ...
 
9:59 AM
but if JS interpreter can't load JSON data, it's called incomplete!
 
it's what I said about this algorithm - your special case is not part of its problem
hey, why can't your game work when I unplug my computer? it's incomplete!
 
@snake5 and why do you think so? 3 out of 5 is most of things in my measures!
 
To chime in a bit: I wouldn't use the average vector direction to determine the direction of the crows as a whole; I'd use the median (for each coordinate).
 
@MartinSojka that's way more better solution, except how do you sort data?
 
@MartinSojka there is no median
unless you quantize the angles
which is silly
 
10:02 AM
@snake5 if they were 2D vectors (which they're not) median was the most accurate solution (IMHO)
 
@Gajoo Natural sort for each coordinate; I don't mean dir = median(x, y, z) but dir = (median(x), median(y), median(z)).
 
@MartinSojka I'm not so sure it'll work, but it's worth trying, at least it works for my test case
and any other test case I can think of
 
@snake5 What the hell has median to do with quantization?
 
ah, sorry, mixed it up with mode or something
either way, what's the threshold?
 
@Gajoo It'll tend to generate values around (0, 0, 0) for any crowd which "explodes", even if it does so slightly unevenly, which I consider a bonus. :)
 
10:08 AM
@snake5 he doesn't need any threshold,
 
why not?
 
he compares and checks for exact equality.
 
...
that requires most vectors to be exactly the same
that's a special case
not the general one
 
1 hour ago, by michael.bartnett
@snake5 I've got a problem for you. given an array of vector3 velocities, most of them will have a similar orientation, but there will be one or two entries with outliers. how do you filter out the outliers?
 
"similar"
did you read it or just copied?
 
10:10 AM
I assumed similar means equal
 
@snake5 The median method is just to calculate the direction of the crowd as a whole. The threshold would still be calculated against the dot product of it with the crowd members.
 
@MartinSojka thought so
 
still variance (dot(data,median)) is a good threshold
 
so uh... what's the implementation of the median algorithm?
 
.. and I'd suggest making three pre-sorted lists (one by each coordinate) for that, if space is not an issue. You can eliminate a lot of checks by just looking at the fringes of it, and it helps with median calculation.
 
10:12 AM
3 sorted arrays of references to data?
hmm, I think I have an idea there
 
You can calculate median without sorting in one pass (examine each data as it comes and decide if you need to move the median depending on into which bucket - "less than" or "more than" - it falls), too.
 
just one notice, you must normalize all the vectors before sorting, or else things won't work out real good
 
no need for buckets, I think
 
@snake5 Well, in practice you'd just record the size of them. :)
 
I had the same idea but I wonder if it'll work correctly
what if the next passed vector is a huge leap over all data of the opposite side
 
10:15 AM
After a while, your median won't move much anymore, so you won't need to check which value to exchange it with so often.
@Gajoo The point is to not normalise it. People who run in the same direction, but way slower or way faster are not part of the crowd.
 
@MartinSojka "similar orientation" means you have to test for that, not "similar orientation and speed"
 
@MartinSojka it really depends on the problem specification, in his case, he wanted to eliminate those who walk in different directions.
 
from what I see, there has to be normalization
@Gajoo what's "variance()"?
 
@Gajoo If it's for a crowd separation, he'll need to separate the stragglers eventually. :)
 
sum(dist(M - Xi)^2)
@snake5 also there is wiki
 
10:21 AM
@MartinSojka why ^2?
that distorts the value
 
actually I meant sqrt(variance) but I couldn't remember the term used for that :|
 
:/
 
@snake5 The "^2" serves two purposes: for real-valued variables, it makes it so the deviation is independent from the direction of it (no negative values cancelling positive ones), and so that bigger deviations are given more weight.
 
cool
but I don't see how all that gives something that can be used as a threshold in the end
 
It's a measure on how spread out the directions in the crowd are. The lower the standard deviation (= sqrt(variance)), the more vectors are pointing in roughly the same direction.
 
10:31 AM
I understand that
but unless it's a measure in angles or distance or something real, it can't be a threshold
 
10:53 AM
@snake5 The standard deviation (also called "sigma") is of the same type as the values it is calculated on. For dot product, it means it's in cos(angle).
 
ah, good
 
 
5 hours later…
4:09 PM
Hello, hello! Writer's Chat, starting now in The Overlook. We're discussing how to do character sketches today.
 
4:35 PM
moderator spam, I suppose? :D
 
4:45 PM
-> Insert 'IsThatEvenLegalFace' <-
 
0
Q: Guidelines on asking game industry questions

ApoorvaJA lot of non-programming questions on this site are closed because they are "broad" or "open-ended". Game design is not a science and hence there are bound to be multiple answers. There is an informative thread about posting questions about game design questions here Similarly, the game industry...

 
illegal operation exception occured at .. here :D
 
morning
 
5:11 PM
ohai
 
user4704
@Byte56 that publisher question is the only one I'm aware of as well
 
Same.
 
user4704
gamedev.stackexchange.com/questions/tagged/game-industry is full of stuff, but if anything I see more questions there that should be closed rather than the other way around.
 
what's a good way to phrase the publisher question?
 
Drop the reading materials list for starters
 
user4704
5:20 PM
Yeah, that's never a good sign.
 
user4704
For me, the big issue with that question beyond the 'reading material' issue is that the high-level operations of a publisher are basically already listed in the question.
 
Whenever it's just a yes or no answer and it's up to the answerer to elaborate usually isn't a good sign either. "Do today's publishers fulfill any other functions?"
Yes, depending on the publisher.
 
user4704
And consequently, the question is either "yes... and a list of context-specific details," or "no, and..."
 
user4704
...basically what Byte just said.
 
user4704
A question that was "what is the role of the 'publisher' in the industry" might be answerable with the same (or similar) list of high level operations already present in this question.
 
6:02 PM
Trying to properly phrase a game design question is more difficult than I thought :\
 
We don't pay you to be a mod because it's easy :)
 
Read as: We don't pay you to be a mod, because it's easy.
:p
 
:D
 
Yeah, just a semantics.
 
user4704
I imagine the daily tasks of a mod to involve (1) log in, (2) BAN ALL THE THINGs
 
user4704
6:07 PM
This is all I do at GDNet these days.
 
user4704
So it must be the same here.
 
Banning all of the things makes people complain on meta :\
 
user4704
Delete post.
 
someone always complains
 
(3) COVER UP ALL THE BANNING
 
user4704
6:08 PM
Hellban user.
 
There is no winning with users
 
user4704
I'm pro at this, trust me.
 
@Noctrine as soon as it's not productive enough, they stop
 
But the question was actually one of my own. But really it seems like a survey would be more appropriate, but no pleasing everyone so a survey would probably not work very well either :\.
Finally getting back into my virtual game now that work has calmed down a bit. Debating whether people's pets should die or not.
 
Yes.
They should.
But the Pet Semetary should be an option.
 
6:14 PM
Well if I went that way, I'd likely include a challenge or something that lets users bring back previous creatures and then something else that lets them stop them from dying. But I get the feeling that it will lead to people focusing more on building their personal character and neglecting the pet mechanics outright.
Really pitting my like of permadeath against marketability
 
I also like permadeath. But it does depend on the market you're targeting.
Those pansies and their fluffy games don't like permadeath.
 
its a slightly more advanced pokemon, more like the original digimon world (which was set up where creatures would die after some time, and would be prone to dying faster if they were mistreated)
 
is it possible to feed two textures to a pixel shader?
 
of course
 
then how can I do it in OpenGL ES?
 
6:18 PM
use different samplers
 
and how should I bind them?
 
I never played pokemon or digimon. Could you lose your pets to death?
 
glActiveTexture for the textures and there was some function to set uniform sampler id too
 
@Byte56 Not in the Pokemon I played a long time ago
 
@Byte56 In Pokemon no, but in the very first digimon world you could.
 
6:20 PM
@Gajoo more info here: opengl.org/wiki/GLSL_Sampler
 
@Noctrine Well, if it's kind of for people who played those games and want a more advanced version, I think permadeath would be an acceptable addition.
 
The better you were at raising them the better your creatures got in their next cycle (it was more like reincarnation). But it helped to space out gameplay, the world was generally pretty small. But when your creature died you had to grind the lower level areas again building it up before going after the bigger challenges that you cleared your way to earlier.
 
@snake5 you sure it works with OpenGL ES2?
 
@Byte56 Ideally I'd like that market as well as the younger market.
 
Well, there's always the option of turning on permadeath in the advanced options or harder difficulty levels.
 
6:24 PM
Its kind of a weird online multiplayer thing, like Phantasy Star Online, so that could create balancing issues.
Maybe if there is an incentive created for allowing them the potential to die?
 
@Gajoo not sure, but 1) most things should; 2) doesn't hurt to try
 
Right, permadeath server has better/faster levels or something like that.
It would kind of separate the noobs and the advanced players too. Some people may appreciate that.
 
@Noctrine Permadeath was pretty awesome in Monster Rancher (IMO) - you had to balance pushing your monster as far as it could go but careful not to let him die because the trick to really advance in the game was breeding. Combine two monsters that (should) result in a third monster better than the first two.
@Noctrine is it a persistent MMO like WoW or is it online multiplayer more like Diablo? If its the latter it could be like Normal vs Hardcore mode
Just separate communities
 
Not exactly, trying to not the scope too much. Single Player and Co-Op modes, mostly just mission based with some exploratory stuff. Then community chat/playrooms and battles.
It's already feeling far to large from just saying "Multiplayer would be a nice addition"
 
6:42 PM
is it bad form to pimp your question out on here?
 
depends. what are you paying?
 
They generally pop up in the ticker for people who are interested
 
even if they're a couple days old?
@melak47 considering a bounty :P
 
12 hours :p, but that means it's come and gone.
 
12 hours then they float down, or float up?
 
6:48 PM
what are the most efficient modern terrain rendering methods?
I'd implemented that mipmapping thing a year ago, there wasn't enough detail
far from games like BF3 (or even BF2), Fuel
 
@snake5 well, the modern thing seems to be to do tesselation and/or displacement mapping, and stuff
 
01:00 - 19:0019:00 - 21:00

« first day (803 days earlier)      last day (4233 days later) »