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12:48 AM
@Pip he's reselling an already existing device. he did literally zero work, except maaaybe tweaking a couple software settings. the hardware is also NOT open source, even in China. and finally, the configuration is so bad, "The device has BACKDOOR root password, OPEN wireless network (so anyone can connect to it) and is shipped with SSHD!!! This means that anyone can take control of the device!"
so even if the software on the thing is customized, he actually made it worse than a normal router.
 
Eyy
 
wezah!
 
MICK
Long time no see pal
 
<3 whats good bruvadah
 
12:50 AM
Got my license today, that's cool.
\o
 
Ah very gangster, now you'll be posting it up in the whip, riding true next to some homies I presume?
 
Yeh, get the subs pumping
 
DUDE WHO MADE THIS FRESH BEAT
MA HOMIE MC-MICK
 
I think I got my engine importing skeletal animation today
But I haven't written a shader to render the data yet, so I don't know if it works right
 
12:54 AM
Do you have to write shaders for each individual component of your engine?
I don't know a ton about graphics programming.
 
There's 2 basic methodologies
1. You write a shader for every task you might ask the GPU to do
2. You write a shader that does every task you might ask the GPU to do (and use the shader preprocessor to remove the stuff you don't need, and compile it a million times for each task)
 
Okay.
 
but basically yes, the whole idea with the programmable pipeline is that it doesn't know how to do anything without explicit instruction
(therefore it's flexible enough to do any of the things without having built-in special cases)
 
I see.
 
Theory is so beautiful
 
1:02 AM
I agree.
 
I'd appreciate anyone's input, I'm trying to dream up some nice renderer for my project and I think I'm leaning towards my old standby deferred shading ideas
 
 
1 hour later…
2:11 AM
@IcyDefiance . soon
 
sure, I'm here
just playing skyrim right now
 
2:27 AM
I need to play that game again.
 
@IcyDefiance ok, I have something to do in 15 min. will play a quick dominion, deal with that, then come back for RANQED
 
Has anyone created a 2d lighting system?
 
2:42 AM
It's precomputed radiance transfer with the tables trimmed by a dithering algorithm
 
looks nice :D
@IcyDefiance ok
 
2:58 AM
okaaay logging in now
 
@MickLH I'll say it again. that's fucking cool
 
thanks, I hope I get back to that project one day, lol it was supposed to be a LIERO clone
 
3:15 AM
:D
BTW: the extended edition of Sucker Punch is way better. Still not a great film (perhaps not even really good, I'm still unsure), but the restored scenes really help.
 
3:37 AM
@Almo It's like transformers but worse
 
I don't know man i tried to watch dark of the moon
i was so bored i quit
less than an hour in
i could at least finish sucker punch
Michael Bay is just an unbelievably awful director
Zack Snyder isn't a great director, but I feel he's got some talent, and I like that SP tried to deal with a really unpleasant subject.
 
I hear ya... but not much time was actually spent on said unpleasant subject
Of course I could have missed the hidden deep meaning behind each fantasy
 
I'm not saying it was a great film, which would have had hidden deep meaning.
But Transformers is just bad. Like, two bots standing either side of an intersection. they're talking at each other. The voices are close miced, and sound like they're in a small sound-proof room.
the action sequences in SP were too long, to be sure. But for some reason they didn't bore me like the Transformers ones did.
The moral ambiguity of killing the baby was a nice touch
stuff like that
 
3:55 AM
I hear ya
The obvious big complaint about SP was it was really all tits
On the surface anyway
Meh... we'll just say they both weren't great
 
4:20 AM
:D
 
4:58 AM
huh, I answered a question and then only afterwards I realized he hadn't used any googling
meh, whatever
 
 
2 hours later…
user92578
6:39 AM
Morning
 
@ChristianFrantz yes
 
user92578
I feel like doing some really programming heavy stuff today.
 
user92578
	// If the content isn't already loaded.
	if (contentLoader->m_Textures.find(contentName) == contentLoader->m_Textures.end())
	{
		// Loads the image and converts it to a texture.
		SDL_Texture* loadedTexture = SDL_CreateTextureFromSurface(contentLoader->m_Renderer, IMG_Load(contentNamePath.c_str()));

		// Adds the loaded surface to the map.
		contentLoader->m_Textures.insert(std::make_pair(contentName, loadedTexture));
	}

	// Sets the last loaded content name.
	contentLoader->m_LastContentName = contentName;
 
user92578
I use a method like that to load textures.
 
user92578
Is there a way to reload these textures without every class that has called this method to have to call it again?
 
user92578
6:50 AM
So basicaly replace the value at the pointer in contentLoader->m_Textures[contentName]?
 
probably not, you'll need to wrap the pointer in some structure
 
user92578
this is really where my skills in C++ end
 
user92578
i don't know much about pointers/references etc
 
well, you better start reading everything you can find about them
you won't get far without that knowledge
 
user92578
so basicaly struct TextureStorage { SDL_Texture* m_Texture; }
 
user92578
6:59 AM
and then if I store these, I can just change the value of m_Texture
 
if you store pointers to these
 
user92578
and then everyone who uses the value at m_Texture will update the texture when it changes
 
you'll need only one instance of texturestorage for this to work
@Tyyppi_77 no, everyone won't touch it
all drawing functions should only deal with the internal stuff
and things like that
not game code
 
user92578
But basicaly every object that want's it to be drawn, has to create it's own RenderDescription
 
user92578
that takes in a pointer to a texture, a clipping rect and a position etc.
 
user92578
7:02 AM
But if I changed the Texture argument into a string representing that texture's content name...
 
user92578
then I could just clear the loaded textures, and as the renderer loads the texture, it would automatically reload
 
@Tyyppi_77 that would only work well with custom, interned strings
otherwise there's lots of copying and comparisons
 
user92578
why?
 
performance
 
user92578
I don't think there would be lots of comparisions
 
user92578
7:05 AM
and I already have a ton of comparisions on my Gui code, that works on string comparision
 
only if you use a hash map
no idea if that's the case here
also, interning helps to reduce memory usage
you'd have only one instance of every texture name string
 
user92578
Ah
 
and because there's only one instance, you can compare them by pointers
 
user92578
So does this require me to use a class wrapper for strings?
 
a different string class
with a separate class for the string pool
 
user92578
7:09 AM
Now that we got into this string comparision stuff, I'd also like to ask how could I improve my Gui callback system, since any time a Gui element is activated the menu calls into it's parent state, and the state runs a ton of these: if (panel->GetName() == "BackButton")
 
user92578
Basicaly determining the action required by the name of the element that was activated(pressed)
 
if that's all native code, I'd probably go for custom IDs that specify the types of the GUI items
 
user92578
I have those, but the thing is that all the Guis are defined in XML
 
user92578
<GuiButton name="BackButton" text="Back"/>
 
you could define a name-id mapping there too
but I don't think there's much to improve here
 
user92578
7:15 AM
But string comparision is slow, right?
 
depends on length
up to 64 characters it's quite fast, I think
it's just O(n), though
you still wouldn't want to do it often but having a few thousands of <64 char string comparisons in a second is no big deal
 
user92578
OMG I got like 5 fps with this new string system...
 
user92578
I guess I'll try the struct thing now
 
user92578
thank god I use VC
 
user92578
I can try stupid stuff and then get bad result and just revert a bit
 
user92578
7:39 AM
maybe I should pick a real task now...
 
@Tyyppi_77 what?
did you reallocate it for every comparison or something?
 
user92578
I have no idea
 
or reloaded textures
@Tyyppi_77 you better have some
 
user92578
probably something about using strings and such
 
it's pointless to write code that you don't understand
probably not
 
user92578
7:42 AM
I did understand the code
 
apparently not
it's hard to get 5fps from just strings
there's a bug somewhere
 
user92578
Well probably then something about creating a new SDL_Texture every frame
 
user92578
that I might have forgotten to delete?
 
maybe
it's your code, I can't tell
 
user92578
could that cause slowdowns?
 
7:43 AM
reloading resources every frame? of course
 
user92578
i wasnt doing that
 
user92578
Only acquiring the texture every render call
 
user92578
hmm, maybe I should write destructors for all classes
 
user92578
since only a few have one
 
8:19 AM
Ugh what should I do with this? gamedev.stackexchange.com/questions/85996/… answered the question perfectly, and now its edited that he/she doesn't want to use matrix algebra... Option 1: whine that matrices are the way to go, Option 2: write out 10 lines of algebra deduced from the matrix. Option 3: give up.
 
I usually lean towards #3
Notice my rep reflects this habit
 
matrices are really not necessary here
 
If he can't figure it out on his own he shouldn't be screwing around that low level anyways
 
matrices aren't really any higher
to use them properly, there has to be some serious understanding
 
What you just said is quite ridiculous
 
8:22 AM
that said, he really should've solved it on his own
@MickLH I don't see how
 
Matrix.CreateFromYawPitchRoll(y, p r); is higher level than "20 lines of trig functions"
I mean however you slice it, one requires a surface knowledge of the concept, the other requires a working knowledge of the implementation
 
the API may be higher-level
doesn't mean matrices themselves are
 
In this context, "using matrices" literally means using a matrix API
there is no difference between a bunch of floats and a matrix on the computer side
 
using an API is generally easier than not using one, obviously
well, if he didn't need to add roll to the equations, the solution would be extremely simple
 
generally more performant, maintainable and stable too
 
8:26 AM
Ok, yeah if he/she needs to implement or add a matrix lib that complicates things. I assumed he/she was using a game related framework
 
Don't get me wrong, I love to roll my own. I'm usually the first to jump on rolling my own at the slightest justification.
 
same here
 
I just don't understand how people get the idea that programming and math are two separate fields and you only need one, not the other
 
for the most part they are separate (business logic, web development)
 
I'm trying to be open minded here but I'm just getting the idea you're playing devils advocate
 
8:30 AM
I've just worked in places where programming requires almost no math knowledge whatsoever
that's obviously not true for games
or cryptography, simulations, banking
 
I do business and website logic professionally...
 
the two areas I mentioned are mostly about slicing strings into other strings and using prebuilt libraries for date&time/security/... calculations
on the off chance that one had the opportunity to work on statistics, that would involve a bit of database math
 
I usually get paid to come in after all that and do optimizations and bug fixes
 
@MickLH sounds like a great job, if the code is ok to work with
 
It's usually not ;(
 
8:34 AM
I decided to quit webdev after I got a custom made webshop in front of my eyes. It got comments praising the original coder's leet hax skills and it was done in two god classes.
and the job was "make it work in two weeks"
 
My "real" point is that just because you can bake a cake without knowing much about oil chemistry, doesn't mean that you're not doing oil chemistry.
 
@MickLH does it still count as doing if you're unaware of it and basically let someone else do the hard parts?
 
and the reason they didn't let me install opencarts in one day instead of trying to fix that thing, they said "so much money has been put on that already that it needs to be the thing now"
 
I mean, by definition, your words have implied that the subject is "doing it" despite being unaware of what they are doing
@Lasse grgergergaega
I had a client like that once
 
@Lasse it's amazing how hard it appears for many people to find reasonable clients/leads
 
8:40 AM
But hey, money is money
Most of the clients wishes are stupid ignorant shit anyways
What's the difference.. bill for 2 weeks at max price
 
they didn't let me see the code before they had me to agree on the price
 
that's silly
I'd just walk away - if they have something that big to hide, how is it possible to even trust their ability to pay afterwards?
 
never really seen that horrible code before, and I was kind of glad they broke the deal and I got a reason to not being in contact with them again for anything other than demanding the money they owed me
well I assumed that it wasn't that bad since they said that it had been working before, they just needed "some small changes"
 
lol insert "clients be like" meme
 
you can always ask them to show it in action, too
if it doesn't work, should be obvious
 
8:45 AM
"some small changes", they said
"it had been working before", they said
language: brainfuck
 
most people can't even use PHP properly, so I doubt that would ever be a problem
if this is what you had in mind: en.wikipedia.org/wiki/Brainfuck
 
I've been wanting to ship an application written in that for a while now
 
you might literally have to ship it, because of its length
that's assuming, of course, that you don't write the code, just generate it from some other language
 
well of course
 
9:06 AM
Regarding my website being slow yesterday. Seems there is some strange shit going on.
Somehow one of my pages accounts for 10GB of traffic per month: its just a silly blog post, only text, no files. And still it attracts about 20.000 visitors this month. Though not real people
 
chinese spammers perhaps
 
probably
It was on a second wordpress install, that I never updated :P
Old temp website for a project
Probably hacked to shit
Creating a back-up now and then deleting it
Though cant trust it :P
 
automated hack bots are attacking my site regularly
no idea why, they don't get what they came for
 
I hope my host doesn't send me a fat bill
I used almost 3x the data limit
Even though they throttled me
 
data-based bills are dangerous
 
9:18 AM
Oh man
 
throttling would be less expensive
 
I dropped all the tables of the hack database and instantly my site is fast again
WTF where they doing there
It wasn't throttling tha tmade it slow
 
there should be no throttling with data-based bills
not sure how table count helps with anything, though
 
Yeah, no idea
Anyway the old wordpress isntall tables + files is gone, and its fast again
(or well, not super slow)
I'm a web noob though
WOw this WP Super Cache plugin rox
Now it is actually fast
 
 
2 hours later…
11:40 AM
@SethBattin I tried your game on my mac at work with a gamepad and it works fine
A little sluggish, but it's playable.
Xbox 360 gamepad on OS X using Chrome, just incase you need to know :]
 
user92578
12:10 PM
I've been trying to draw a proper looking helicopter for my game, and I've failed like 10 times... how hard can it be?
 
user92578
:D
 
[user killed for copyright infringement]
 
user92578
I really need a helicopter for both the level enter cutscene and the level end cutscene
 
user92578
helicopters everywhere
 
user92578
oh oh I need a helicopter fight scene!
 
12:16 PM
Hella Copters
 
user92578
BTW How should I do cutscenes?
 
Probably by doing them
 
user92578
Program them? Use XML or some other way of describing the scene? Pre-render some stuff somehow?
 
what kinds of cutscenes?
 
no snake. damnit
 
12:19 PM
what? :D
 
haha I'm just having fun
 
:D
 
lol I feel bad for Tyyppi_77 because he always catches me when I'm twisted
in a silly mood not getting straight to the point
 
user92578
@snake5 like I'll need a helicopter flying, and then other one where the player jumps to the helicopter and the helicopter flies
 
@Tyyppi_77 You should do a cutscene editor lol
 
user92578
12:21 PM
I guess so
 
user92578
I've been dreaming about creating my own set of GameDev tools
 
Welcome to gdse lol
 
@Tyyppi_77 so basically camera position/target/angle paths and specifying animation playback for characters?
 
user92578
yeah, and moving objects etc
 
and timing screen shakes...
 
user92578
12:23 PM
yeah
 
user92578
totally
 
user92578
and maybe some explosions
 
fuck yes motherfucking EXPLOZHINNNNZZZZ BAAAAATSH!
 
user92578
Do you guys have like your own custom level editors and such?
 
@Tyyppi_77 yes, I'm actually building another one
 
12:24 PM
I don't want to admit it but yes
 
user92578
and other cool stuff like some advanced builtin entity editors for your awesome engines?
 
user92578
Now would C# + WinForms be the way to go if I needed a Gui application?
 
@Tyyppi_77 I don't need entity editors when I can specify entity descriptions in a scripting language
 
user92578
Ah
 
12:25 PM
@Tyyppi_77 I used forms for my tools, worked out great saves a lot of time over custom GUI
 
@Tyyppi_77 one of ways
 
user92578
I've dreamed also having an entity editor that exports into XML that my game can load
 
user92578
Can you style Forms?
 
user92578
Like make a dark theme?
 
user92578
I need to have dark themes
 
12:26 PM
I've seen it before in nooby Visual Basic apps
 
user92578
Or do I have to use something like Qt?
 
winforms should be able to do anything qt can do
 
user92578
okay
 
and windows forms has been debugged more thoroughly than anything that's written fresh today
 
user92578
Now it's probably going to take a while to build such an editor but I guess I can then use it with my other projects later?
 
12:27 PM
supports all the weird edge cases like unicode input, etc
 
@MickLH iirc, that's not really an edge case
 
hehe
There are 2 languages in this world: English and Wrong
 
in winapi, translatemessage actually generates wm_char and such messages that support unicode character input
so any basic application can in theory support unicode
@MickLH and C
 
at least by my religion.... all languages are either a dialect of English or a dialect of wrongness, hence unicode being an edge case
I'd consider C a dialect of english, like "English for people who deserve a chance at life"
 
oh, good
 
12:32 PM
WOW
I seriously fixed my performance problem
 
Wardy On Wardy 64
 
eh ?
lol
 
you know? C:\windows\SysWardyOnWardy64\
 
yeh ?
 
user92578
Now I have no idea what I need for this...
 
12:35 PM
a hammer
 
@MickLH i am now confused
 
I've heard it's a tool for every problem
 
@Tyyppi_77 I heard someone say C# + Winforms
 
@Wardy You're welcome
 
lol
 
12:36 PM
lol I used to do that one in school so often
Anytime someone got confused with me, I'd just say "You're welcome" and leave it at that
 
I approve of this game
 
user92578
So what kind of editor I need for cutscenes?
 
@Wardy you better put a rush on things with your engine! lol I started again last night and I've got it loading models with skeletal animations already :D
 
user92578
and more importantly, how do I style the boxes that appear when a menu bar item is selected?
 
@Tyyppi_77 depends on your needs. Could be something simple... could end up reinventing flash editor :P
 
12:40 PM
Flash is actually really nice to work in IMO
And I meant to say earlier "Motion Tween", @Tyyppi_77, is probably gonna cover like 80% of your needs
 
I really haven't used flash since "Macromedia Flash"
so no opinion, basically
 
lol I literally have the Macromedia Studio MX box on my desk
That's the last version of flash I used
 
Haha nice
 
@MickLH im backing out of the idea of building an engine
 
Wow man, 2004, a clean decade ago
 
12:42 PM
focusing more specifically on worlds using voxels
 
I've got Adobe Creative Cloud so I technically own flash... I just haven't bothered picking it up and using it
 
@Wardy This could form into a nice relationship
 
Ascendion was meant to be handling the engine side of things but he's gone quiet on me for the last couple of weeks so im currently in the market for a new engine / platform
i can't rely on an engine builder i can't get hold of
@MickLH sounds like you're making pretty good progress though ?
 
lol well my clients all eventually learn that you can always get ahold of me and I'm usually high as a kite
 
if unity could handle simple things like "tasks" I would go back to it
right now i'm not convinced its up to the job I need it to do
 
12:46 PM
I'd screw with Unity if it were FOSS lol
 
FOSS ?
 
free open source software
 
I'm a slacker and would never use Unity's full potential
 
@SpartanDonut so dont buy unity pro
lol
 
TRY AND STOP ME
 
12:48 PM
@Wardy Why don't you use voxel farm again?
 
I have a horrible feeling something is going to drive me to do it one day and it will be one of the saddest purchases I'll have made
 
@MickLH again? ... i would love to try voxelfarm I even asked
 
@SpartanDonut lol
 
they basically told me to go fuck myself until I had a £1 million in the bank
 
ok I figured lol
 
12:49 PM
in much politer terms of course but that was the jist of it
 
What kind of license did you ask them for?
 
the bare minimum toolset to allow me to programmatically build my own virtual world
 
sounds pricky
I've never bothered talking to them
 
their attitude at the moment is more about making big money with projects like Everquest Next
 
that's their own loss
 
12:54 PM
it pisses me off because Miguel ... the guy that started it all is always banging on about the indie developer and how important they are
 
I've found it's pretty common for programmers to think their shit is worth a million dollars, well I tell them good luck and leave it at that.
 
if you read the comments ... especially when they have made it perfectly clear the engine works in unity
 
Their website speaks for itself: 0 games
 
Everquest Next is the second or 3rd project i believe
the first was pretty much some unknown game
so good no1 plays it
I have paid for beta access in to landmark just to see if its really up to all the hype
I consider my PC to be pretty high spec ... I get at a push 30 to 40 fps whilst playing
that imo is stupid bad
more so when you consider that the game world is not endless open
and it doesnt keep all changes you make only those that you "pay for a pitch" on with a flag
"pay" being in game currency not real world currency
but still
its voxels
i managed to get myself stuck in a very deep cave so i was digging myself a spiral path out of the hole
i got half way and fell down
my path was gone
pissed me right off that did
 
lol
 
12:58 PM
stupid stuff like that in a voxel world is just really annoying imo
the tools are pretty powerful though
but often do unpredictable things
but that might be lack of experience in working with them
maybe after a few weeks of playing like half the twitch streamers do it might be less annoying
 

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