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2:13 PM
The last message was posted 9 hours ago.
woa
 
internet slowing down?
 
Went 2-3 at my first MtG tournament. Goal was to win at least a quarter of the matches. Succes! :D
@Tyyppi_77 GunHero is beeing developed by... :P
 
Jon
 
Pip
looks like I just created a meta tag :)
@Tyyppi_77 I would, imo, change that from "what does GunHero use" to "How was GunHero developed" and change the paragraph a bit to reflect that. Also, it should be "(and yes, I am always going to write "GunHero" in italics)"
 
@Jon Ok, dude, now you have clouds that are behind the light blue layer moving faster than the light blue layer.
the speeds on the front and two blue layers look really good
 
Jon
2:25 PM
yeah, those are suppose to be in front of the mountains, but they drew ugly.. i guess I should slow those down eh?
 
well, if you want some sort of idea that the clouds are in 3d, I'm not so sure
the shadow of the beast thing I linked to had like 5 layers of clouds, I think, so the ones nearer the top were faster, giving a 3d effect to them
 
it's goddamn perfect, jon.
 
like maybe if one layer of clouds is in front of the light blue and moves a little faster, and one layer of clouds is behind it, less saturated for atmospheric perspective and moves slower, that could work
 
Jon
yeah. you are completely right, gonna do that now
yah.. way better
now it is perfect :)
 
0
Q: GameDev "Tour" - factual error

PipThis morning I misclicked the "tour" option instead of logging in, and noticed that, though SE has switched to the "on hold" closing system instead of an actual "close"ing system, the tour still says that questions may be closed. Is this in error?

 
Jon
2:35 PM
oh man now it looks insane
 
pics or it didn't happen
 
Jon
heh ok hold on
i need to redo my clouds
slight flaw in the way i did the vertical perspective
 
i think that looks great
 
Jon
yeah me too lol, i'm pretty happy with the results now
 
looks nice fella!
 
2:40 PM
oh, i thought you were posting your jacked-up one
 
Jon
my artist is probably gonna redo the backgrounds at one point
jacked - up one?
 
you made one that looked insane, you said
 
Oh the backgrounds are always the same?
 
i was hoping that was coming :)
 
Jon
i think it looks wicked now that the clouds follow the bg better
yeah the backgrounds are pregenerated in a cloud generator tool i wrote
I was thinking of generating like 10, and then packaging it in the game, randomly loading a set
 
2:42 PM
so during normal gameplay, there will be a lot fewer tiles visible, or will it be an options to zoom that far out?
 
Jon
you will be able to zoom in and out.. not sure how far back I will set the limits yet
 
Jon
but zooming has been a feature since the start of the engine
 
i was just thinking that when half the screen is covered by terrain, the vertical palcement of the backgrounds ought to be different from when it's zoomed way out
you know...since you need another reason to spend a ton more time on it :)
 
Jon
the zoom is always from center
so the perspective shouldn't change
 
2:44 PM
i guess what i mean is, say you're standing on a ground tile
if the front mountain layer is below the center of the screen, it doesn't appear
you can only see it if you go way down or if there is a big valley, or something like that
so it would be more prominent if the backgrounds were dsitributed over the top half of the screen
but...i don't know, then they'd be overwhelm it when you could see the bottom half of the sky
tricky
i'm sure you'll get it perfect :)
 
Jon
not sure wha tyou mean
unfortunately
 
i just mean, sometimes the different layers won't appear, depending on vertical position. but i also think that's more or less unavoidable
 
Jon
yeah, so if I go below the horizon line, the furthest back mountain would dissapear?
 
yeah, and if you go way down, then the top mountain blots out the clouds
but that also makes sense
so there's a tradeoff between logical and artistic
it would be great if all your magnificent layers could all be visible all the time, but they can't
 
Jon
right hehe..
 
2:51 PM
well either way, you've got a great setup in place
good work
 
Jon
thanks man
 
3:14 PM
hello
 
Jon
hi
 
hi
can i set surface friction in box2dweb?
 
Jon
3:30 PM
can't see why not
 
3:40 PM
Anyone here got any advice on how to implement slow motion with box2d? I've tried changing the timestep however that messes up my impulses. Any ideas?
 
3:55 PM
it sounds like your impulses are wrong
changing the timestep ought not affect the physics
 
Pip
mhm
 
Jon
4:22 PM
yyeeep
 
Well i use "ApplyForceToCenter" with 200f of y force
and if i lower the time step
the body barely moves
 
Isn't that the point of slow motion?
 
MLM
lol
 
uh, i said it wrong
it doesn't go anywhere
it barely moves at all
it doesn't reach the height
 
Oh, it doesn't go slower, it just moves less
 
4:25 PM
it does with usual time step
 
yeah
 
well, applying a force is not the same thing as applying an impulse
an impulse is a force times time
that's more or less why physics systems use impulses; they are not time-dependent
 
i see, so i should rewrite my forces to impulses
 
probably :| sorry.
 
4:26 PM
and then multiply those with a time value
 
probably
i hope that's not too daunting of a refactor
 
nah, just modify a component
will try it out
 
good luck
 
4:47 PM
Some physics engines spread impulses out over several simulation ticks.
If yours doesn't then it probably needs it worse than ones that do, figure our your maximum velocity where the integration converges, and make sure your impulses are spread out into forces that don't exceed that per tick
 
^- truth. A force is applied for a certain amount of duration, which could exceed a single tick. The symptoms suggest that MrPlow was getting his force for exact one tick's duration
hence the changes to the effect when the tick length changed
 
5:24 PM
This was the view of the League of Legends finalists in front of a sold-out world cup stadium in Seoul. i.imgur.com/Dbs3fhb.jpg
 
they play facing the audience? that sounds terrible
 
yeah, I think other tournaments I've seen had a shield so they couldn't see the audience. Not sure why this one didn't.
 
Pip
5:52 PM
huh, can't believe I didn't notice this before.....
 
6:11 PM
@SethBattin well I don't really know. If I apply the force to make the body jump and then lower the time step the object slows down as it should, and reaches it's normal height. If however I lower the time step and then apply the force, the body barely jumps at all
Multiplying the impulse with time only lowers the jump height, doesn't affect anything else.
 
@MrPlow That sort of makes sense, because the time will be less than one
the number you multiply it by would have to increase corespondingly
 
@SethBattin So I'd have to increase it each tick up to a cap? And what about descent? Apply an impulse to counter gravity to make the body seem like it's falling slower?
 
so, here's the perspective i'm coming from:
if your game ran slowly, you would expect the physics to work the same way
for some reason that isn't happening
that suggests that the way you are using it is incorrect, but I can't say precisely why
by work the same way, i mean the physics should take the same amount of real world time
so if you lie to it and pass a deltaT that is smaller, it would also work the same, except take a longer real time to do it
 
6:27 PM
I can't make a sun or a moon on my sky dome T-T
I just can't
 
Man, the early creators of MtG just had no idea of power level. For some cards, you can pentuple the cost and still have a card that sees tournament play. You could even append "next turn, you lose the game" to it and it'd still be broken.
 
Have you guys seen the game "Human Resources" that's being kickstarted right now?
It's pretty damn awesome looking :P
 
Only seen it like everywhere, :p
Looks pretty neat
 
Pip
@William'MindWorX'Mariager link? :)
 
Pip
6:37 PM
thanks
@Lokkij lol, selling for $3k
 
@Pip :/ yeah, that sums up why I moved away from Collectible Card Games (CCGs) and toward Living Card Games (LCGs)
Not that I play a lot of LCGs, but imo they are more fun because everything you need is in the box. Evens out the playing field, and there's no such thing as paying to win. You can pay to expand the game, but then everyone involved plays with the same set of cards
 
Pip
cool
 
@SethBattin well I did find out that I was doing one thing wrong
 
yeah?
@JohnMcDonald firefox is fixed
 
6:45 PM
in my update method before, I only lowered the time step for the physics step, but did not accomodate the changes in the accumulator
 
ah ha ha
very good
 
		while (accumulator >= TIME_STEP) {
			world.step(variableTimeStep, VELOCITY_ITERATIONS, POSITION_ITERATIONS);
			accumulator -= TIME_STEP;
		}
 
so was that the magic bullet?
 
once I replaced all TIME_STEP instances with variableTimeStep then everything was normal speed no matter the value of the time step
so I'm once again back to square one.
 
well damn
i'm not familiar with this accumulator concept, actually
is that a common physics lib thing?
 
6:48 PM
It's a common way to sync the physics with the rendering
 
mmm
what happens if you only change the world step time and leave the rest of the updates at normal speed?
 
Like in the code above?
 
Every time you render a frame, you get a random-ish delta time. The idea with the accumulator is to tally up this "pending time" and every time it is greater than the size of your physics tick, you knock one tick's worth off the pending time, and run a physics tick.
 
Well if i trigger the time step change after I've applied the force then everything slows down nicely
 
If you use 1.0 on the accumulator, but 2.0 on the world step, you'll speed up the physics to double speed. (and double the processor load)
 
6:51 PM
however if i trigger the time step change before I've applied any forces
 
Jon
I was thinking of implementing a fast forward feature
 
and then apply the force
then the body moves less
 
hmmm
 
as if I applied less force
 
sure
i think that's a function of the first thing we talked about
force can only be applied for a duration, yada yada
there is some kind of magic going on in the system than we're missing
or I am, at least
 
Jon
6:53 PM
You should be able to just divide the delta by a value
and it shoudl slow down the physics
 
The only thing I haven't tried so far is to mess with the accumulator, and multiply all forces by the inverse of the time modification variable
 
Oh gawd lol can you link to the part where you explained what you're trying to achieve?
 
I'm trying create a slow motion effect in Box2D
 
a question: does making a billboarding moon work? I can't draw it above the stars and before clouds on the sky dome, because the moon texture stays with the size of the sky dome itself...
 
Jon
yeah man
i'm drawing a sun/moon based on the viewport
 
6:59 PM
I'll give it a try, then. I'm using vertexes adjusted by the effect file for it.
 
@Jon that actually worked, changing delta slows / speeds up the bodies without affecting the forces
Though it's a bit choppy
 
post a real question
i am using system A, I am trying to achieve B, I tried C and D and E
perfect question
 
@MrPlow on one body? or all bodies?
 
@MickLH On all for now
 
Go with the thing you said worked to Jon, if it's choppy then make sure you're only dividing the part inside world.step( ... / 2, ...)
I assume "for now" means later you'll expand it?
 
7:12 PM
@MickLH Yeah, currently it's only for show, later I plan on having abilities which would allow the player to stay normal speed while everything else slows down
 
7:37 PM
i'm already in too deep on that line and triangle intersection question
somebody else needs to take over
 
@SethBattin It boils down to "How does one check if a line intersects with a triangle in 3D space", right?
We could edit the question to that, but I don't think that'd be on-topic for GDSE.
Wait, I just read the comments. This guy is just plain stupid.
 
language barrier
i think it's a fine question topic, but it's obviously homework or other zero-effort
and on top of that, he's actively against trying to solve his own problem by making a logical leap from a subtely different question to another
and hostile, which is always unfortunate
 
Well, at least his insults aren't that bad. "It's like your brain is duplicated" :P
 
@IcyDefiance you there?
 
7:52 PM
I just landed on the mun.
What should I write on the flag?
 
"HELP. HOW DO I GET BACK"
 
Ha ha.
I was thinking about a mission name though.
Like "Lewis & Clark I".
 
I know, I know.
 
Or a fancy accronym that is also a word.
 
oh sweet, i got a nice answer
it's been a while
 
8:01 PM
M.E.A.N.
Munar Exploration And Navigation.
 
Jon
8:13 PM
L.U.N.A.R
 
LOL. I should go to minmus too.
Nah.
No more experiments left.
 
Jon
hehe, such a fun game
 
I have Lunar Flight... never had the patience to learn it though :(
 
They paid me 100,000 to plant a flag on the mun.
 
Jon
I think the best part about it, is the moon is called Mun
just that, I'd pay 50$ for
 
8:18 PM
Actually 101,092.
@Jon Sometimes it is written as "mün".
@Jon Your parallax is backwards.
 
Jon
naw
user image
2
 
oop jon that cloud layer moving faster than the light blue mountain needs to render on top of it
since you're representing that it's closer with the higher speed
 
Jon
yeah i think i fixed that
old gif
 
ah ok :)
 
Something exploded.
I'm still ok though.
It was something that I jettisoned.
 
8:33 PM
@Jon Lookin' great man!
 
Passing over KSC.
 
Jon
thanks @JohnMcDonald
Yeah, i'm satisfied with it now
man.. i cooked a chicken for 2 hours in my oven
cut off a leg, for me.. and then one for my g/f
ate mine.. she was slower at eating.. then I noticed a small liquidy blood buildup in her plate
damn chicken isn't cooked through apparently... i ate it seemed fine to me
damnit.. gonna probably be sick now.
 
Cornish hens ftw
 
Jon
9:00 PM
fixed sun/moon positioning.. yay
turns out it was just a origin issue, when resizing.. easy peasy
 
9:26 PM
A lot of thought went into that intro, very cool
I never beat that game as a kid, damn those flying ships
 
Jon
:O
i beat it like....948 times
 
:D Time to hit "Promote to Prod"?!
I think so
 
click
 
error!
 
9:32 PM
unclick, UNCLICK!!
 
News feed is out of control here
 
Indeed
Well... actually it's just a user gone out of control
 
9:58 PM
Haha, user DOLBOEB is probably a bit frustrated: gamedev.stackexchange.com/posts/86121/revisions
 
yeah... damn
 
From revision 4 on it's just him replacing the question with garbage and Byte rolling the changes back
Wow, sometimes time passes way too quickly. I was just working on some stuff and suddenly it's midnight.
Good night everyone! :P
 
 
1 hour later…
11:04 PM
Skippy Fish is out!
8
 
Great! Now work on the WP8 release pls. kthx
 
Just looked at building a copy for you to test out, but apparently I need Windows 8
Luckily, I do have access to a Win8 machine, but not today
 
MLM
@JohnMcDonald Downloaded, my high score so far is 21.76 seconds
I really like the "no special permissions to run"
 
:) Yeah
 
doesn't it use the network connection for the ads?
or...does that not require permission anymore?
 
It uses "full internet access", but apparently that's not a "special" permission anymore
I think it's still listed under all permissions
 
ahha
 
user4704
11:46 PM
No bulk tag removal = suck.
 
MLM
ohh it does. full network access and view network connections.
 
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