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12:29 AM
@Byte56 yeah, there's been about one post/month recently. Mostly about getting Awesomium set up, and setting up an entity system
 
12:47 AM
@JohnMcDonald Oh, well it has been more recent that I thought. I was looking at the Asteroid Outpost page instead of the blog, oops. Yeah, one per month is totally decent. That's what I shoot for. I don't always make it, but it's a good goal. I'll make that more often when I'm closer to actually having something to release.
 
1:15 AM
@Byte56 yeah, I know what you mean
 
 
1 hour later…
2:26 AM
Funday Monday cancelled again :(
 
 
3 hours later…
5:32 AM
@SalarianEngineer In general, you might check out Writing.SE for the "story design" part, though make sure you mention that you need advice for interactive fiction. As to why people do it? Familiarity, mostly. The same reason people write stories set in the history, present or near future of humanity.
.. make that Writers.SE: writers.stackexchange.com
 
6:03 AM
0
Q: Styling broken for close votes on mobile

Jonathan HobbsSimple issue. When casting a close vote, you're told which other votes have been cast. On the PC, it looks like this: On a mobile, however, that red background behind the number is missing: That's all. The mobile screenshot was taken on an Android using Dolphin Browser, a few hours ago. I...

 
 
1 hour later…
7:06 AM
0
Q: Is this really a good question?

Roy T.I was looking through the questions and I found this one: "What are the typical day-to-day tasks of an entry level games programmer?" After some thought I decided that I wanted to close that question. The question is overly broad. There are hundreds of different task one can perform daily as a ...

 
 
7 hours later…
1:46 PM
Alright, what did I miss?
 
Hmm.. thats a lot of reading
 
You missed a lot
Err he missed a lot
 
Yeah...I was hoping for a TL;DR.
 
TL;DR: Gamedev
Also Apples.
 
Oh good. It sounds like the room was right on track, for a change.
 
2:01 PM
Apart from the Apples. Yes.
-3
Q: Simulating Game Apples - Can't get it to work

Bob FlandersonI'm trying to create a game with newtonian physics. Before you read the rest of this, this is my main question I'm trying to find an answer to: I keep getting an error that pops up in a window after I try and run my code. What library or dll am I missing? I've got an apple, an orange, and a ...

 
I saw that this was starred...but I didn't care enough to investigate why.
 
2:18 PM
I'm somewhat concerned (now that I've read the question and the chat log regarding it) about the mental health of that individual.
 
The internet brings everyone together.
Everyone
 
It also has the paradoxical quality of dividing (polarizing) people.
 
I think the people do that, not the internet.
 
By that logic, it's also the people who bring themselves together.
 
Sure, and the internet allows that to happen.
 
2:23 PM
See also reddit.com/r/politics vs reddit.com/r/libertarian -- a division facilitated by the Internet.
or reddit vs digg vs 4chan vs instagram
 
The divisions people choose. The internet is just a tool that allows them all to communicate with each other. Though people tend to just follow their own groups. Doesn't mean the internet doesn't allow them to be together.
 
I would change your original statement, then, to be "The Internet allows everyone to come together." The fact remains that many choose not to.
 
2:38 PM
I chose not to read that question due to it being a wall of text... but I'm glad I have now. :)
 
@TreDubZedd Agreed
 
 
1 hour later…
3:48 PM
Anyone play Super Street Fighter 4 Arcade Edition?
 
I've got it on PC
I'd be willing to play after I work out a control scheme that works for me
 
I just got it on Xbox this weekend. Boy am I bad heh
Still trying to figure out what character to use
I'm liking Yun but he lacks a challenge mode so learning him will be rough
If I get determined enough I may have to pick it up for PC so I can youtube strategies / combos / etc. and play at the same time
Probably not though
 
4:32 PM
hey guys, I'm in a bit of a pickle...
I've been working on a static mesh class, and I want it to support instancing. now the trouble is, each instance should still be able to move and react individually, so they would have distinct Transform components, however for instancing to work I need to put all those transforms in an instance buffer on the gpu. But I don't really wan't to make a separate Transform component for instanced meshes..
 
 
1 hour later…
5:43 PM
@melak47 .. why not?
 
@MartinSojka it doesn't really seem very nice to have a separate InstancedTransform when it should behave exactly the same as the regular Transform to all but the Rendering system
 
@melak47 So ... make all of the Transforms work only on instances, even if there's just one instance of this particular mesh?
 
but Transform transcends the static meshes, it should also work on skinned meshes, and any kind of other mesh, and even non meshes
my problem is that..when say the physics system changes the transform of an entity with instanced geometry, I need to propagate that change to the instance buffer on the GPU. but I don't want to treat the transform special in the physics system
 
As far as I remember, the ES engines (Morrowind, Oblivion, Fallout 3, Skyrim) deal with such by giving every object (static meshes, skinned meshes, whatever) a unique ID and have the "transforms" (as saved in the game and save files) reference those IDs. For objects which are not instances, they reference the ID of the base object; for objects which are, they reference a dynamically generated ID of a clone (instance) of the base object. Something like this could work for you too.
 
6:00 PM
hmm, yes I suppose it could.
 
0
Q: Missing Earned Badges

BenI believe I am missing 2-3 badges. Of my current Reputation of 115 the breakdown looks like this: 1 initial Rep 2 edited a post 112 tag wiki edits The lone edit was adding a Tag to a question, which should qualify me for 1 or both of Organizer and Editor. The other missing badge is Researc...

 
 
2 hours later…
8:04 PM
@MartinSojka don't you mean GameBryo?
and as far as I remember there was was no such a thing as IDs in the engine
 
@Gajet I'm pretty sure it worked like this internally. Of course, I'm also sure they used "fat" classes, not components (... because I have extensive decompiles of their games in IDAPro ;)), but the basic idea is the same.
No clue if it was a GameBryo feature or ES-specific.
 
well, I've used cracked version of GB for a while, and I don't remember anything like IDs anywhere in that engine.
 
So it's from ES. :)
 
though they used some component structure in their code.
it was like you could add a material component to a mesh and everything went as you expected.
 

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