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Joe
12:00 AM
for light
lets try something
thank you all for the inspirational thoughts of disintegration
 
\o/ aaahhhh
 
Red bull eh, that's one of the most expensive energy drinks in finland, is it expensive in the US too or is it just as cheap as the others? One quater litre can can cost up to $4.50 here.
the cheapest energy drinks are about $2.50
for 1/3 litre cans
being nerd is expensive here :(
 
I tend to buy Monsters or Rockstars, just because Macs puts them on sale, 2 for $4 (500ml cans)
 
it's expensive in the US too, and tastes like shit. I'm not totally sure why people buy them.
 
Joe
yea its not cheap i actually drink mostly coffee
 
12:05 AM
oh, I'm actually surprised
 
Joe
for the above reason
lol
 
they sponsor really cool things though
 
I thought that everything was overproduced and cheap in the US
 
a lot of people just like them for the crazy videos
 
Joe
anyone using awesomium in unity yet?
 
12:07 AM
I didn't know it could be used with unity
 
Joe
im not sure it can
but i recall not liking their ui
 
looks like it can
 
You can, but only in Unity Pro
 
Joe
F that
lets see if i can find a way to do html ui some other way
 
Coherent UI will work, I think
 
12:08 AM
if you find a C# way, tell me about it
 
MLM has used that before
 
I'm using 4.6 UI
 
MLM
Coherent UI ftw
 
I'm just going to use the Unity Beta UI
 
Unity 4.6 UI is lightyears ahead of the old one, and is actually better than NGUI that I've used before
 
12:09 AM
It's on par, if not better than the Windows Form creator, with a focus on games and scaling
 
We also use it our current project at work
No OpenTK support :(
 
Joe
hmm
looks like my unity is outdated?
was the last release big?
 
you probably want to use 4.6 beta 20
 
Joe
k
 
4.5 is the latest release
 
MLM
12:14 AM
Last big thing was UI iirc which is in 4.6
 
Joe
looking at all this, thinking maybe i take a stab at browser game for what im trying to do
 
Pip
12:30 AM
@Lasse Told you :P
I was using beta 17 for a while
The new UI is nice
 
hmm...if my engine supports multiple windows, should each window have its own thread?
 
yeah, I used the beta 17 UI for Skippy Fish
 
would remove the need for context switching and give them each their own game loop, increasing performance because they don't need to wait for each other
but then...threads...
 
I have no idea how multiple opengl contexts behave in single multi-threaded application
OpenTK tries to share them by default
 
well it tries to share their assets, which could cause problems...
the "current" context, though, as in the one GL calls will apply to, is a thread local variable
I don't think the asset sharing will really cause problems. It's more of a potential optimization I can make instead of creating duplicate buffers/textures
 
12:42 AM
just remember VAOs are not shared
among some other stuff
 
good point
been a while since I've had this kind of headache. XD
 
Pip
my freaking code is suddenly not compiling, but I haven't changed anything :/
 
I'm also wondering whether the renderer should be a property of the window, or the other way around
all kinds of questions
 
I'd use it as a property of the window
but it's just me
 
all right I'll run with that for now, just because I don't have any argument against it
 
Pip
12:46 AM
wtf
Error 3 error C2248: 'sf::NonCopyable::NonCopyable' : cannot access private member declared in class 'sf::NonCopyable' C:\Users\Ben\Desktop\Jam\GDSE_JAM\SFML\include\SFML\Window\Win‌​dow.hpp 477 1 GDSE_JAM
It can't access it's own freaking private member ;/
why would that happen?
 
why are you trying to copy your windows again? D:
 
Pip
I'm not
 
what's the code around that line?
 
Pip
this is the only code related
sf::RenderWindow window = sf::RenderWindow(sf::VideoMode(800, 600), "SFML window");
and if I do sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window"); it won't work because it think's that it is a method
but that's what is in the example code
 
yeah the example code is the right way to do it
 
Pip
12:48 AM
but I can't get it to work outside of a function
would it be possible to make it a const and get around it that way?
 
ah that I don't know. now you're above my C++ knowledge.
 
Pip
@MickLH ?
or Lasse?
 
I've coded in C++ like 10 years ago last time
 
Pip
got it to work :)
 
Just some acid-green grass:
 
Pip
12:52 AM
Just put the whole loop function and made it into its own loop (void loop() { while (true) {} })
and put the window creation in the function but outside of the loop
 
acid-green is the best green
 
Pip
mhm
much better than neon green
 
meh, I'm wondering if I should start learning C++ too again
but I'm le tired, and C# is great
I'm just getting sick of the fact that all the cool free stuff is on C++, but not on C#
 
Pip
Both are amazing
 
cool free stuff that takes 5 hours of setup time and even once you get it working is still impossible to use because of nonexistant documentation...
*cough* bullet physics *cough*
to be fair, the C# bindings for bullet still has shit for documentation
 
1:03 AM
there we go, less acidy: i.imgur.com/jl3thEn.png
 
and sun has risen it seems
 
Pip
first asset
 
yeah, and sunny.
heh, what'cha makin'?
 
Pip
platformer thing.... I think
I honestly have no solid game ideas
Something about finding boxes of parts to repair a generator, and make it futuristic or something
I am basically using what I learned from my 4 month platformer Tarbeyon and rewriting it in C++ with SFML
 
1:18 AM
@JohnMcDonald hey. can we pick more than 3 of the words?
 
I'm learning to use unity's physics and some other cool stuff I haven't done before
in the jam project
@AttackingHobo of course we can, it's not limited to just three if you can use all of them
 
@Lasse nice
 
@AttackingHobo I don't see why not, yeah
 
Pip
progress slow :/
writing a state machine atm
 
3am, I think I'm gonna go have a nap
laters
 
Pip
1:20 AM
I keep getting sidetracked and reading codegolf.stackexchange.com/questions/40376/…
laters
 
1:50 AM
@IcyDefiance you jammin?
 
getting pissed off at C#'s Func<> thing, so... yeah okay
I'll just close VS with a shitload of errors sitting there. :D
 
@Pip The problem with this is that since you're assigning by value, instead of by pointer, you're triggering the copy constructor. Lol the way you did it there is how my language works ;)
 
Pip
:P
 
Pip
2:13 AM
Alright, a few more mins then bed :)
Cya all bright and early tomorrow!
 
2:47 AM
Wow, there are some things that can't be un-seen when googling cows
But forget all of that. This guy is cute: resources3.news.com.au/images/2012/03/27/1226311/607271-cow.jpg
 
@Dave DAVE!!!!!!!!!!!!!!!!! YOU HAVE RETURNED!!!!!!!
 
i did ? :O
i have returned with 10 commandments
 
@Dave I still have your 50x50 cannon.
 
ah that game i aint working on now :P
well wasn't so much a game was learning the concept of tower defence
 
Where have you been?
 
3:11 AM
@Dave BTW, orbits are ellipses, and one of the focal points has to be the planet.
 
they are ellipses
 
I think that's how it works anyways.
 
what do you mean focus point has to be the planet?
 
Do you see F1 and F2?
The planet can't be in the center.
Play Kerbal space program. You'lll see what I mean.
 
3:27 AM
what do you mean in the center
 
C = center
 
why would the planet be there =/ i didnt draw my planet in the center
 
@Dave The sun.
 
oh the star
you said planet
so i need to offset the orbits a bit
although i don't understand the logic of it given gravity is going be equal in all directions so logically the central point is the center of the star
 
The planets need to be at the focal points if you don't want players of the game who are like me to be yelling at you.
 
3:40 AM
focal points?
 
The Fs.
@Dave Orbits are conic.
@Dave The game looks cool BTW.
The parallax is a bit unrealistic considering the distance, but it still looks cool :)
 
yeh thats to be changed re: parrallax
i added 3000 to see the performance although i want to be able to visit all 3000
 
@Dave Orbits can be circular, but only under ideal conditions
if you push something a little off a circular orbit, it becomes an elliptical orbit
then the thing that the satellite is going around will be at one of the focii of the ellipse
 
 
4 hours later…
user92578
7:39 AM
Morning
 
user92578
8:15 AM
The usage of std::multisets are slowing my game down a whole lot
 
user92578
How would I speed it up?
 
10:26 AM
Hi guys
 
@Tyyppi_77 don't use them the way you currently do
can't tell more without more info/code
 
I'm working on a simple car game, and have successfully made a camera that follows car everywhere. (like in mini-motors)
Now I need to make that camera alway stay at the backside of car (like in games like NFS)
is there an easy way to do this ?
 
what's the difficult way that you are thinking of?
 
10:42 AM
I've position of my Car's center-of-mass and I set the camera somewhere near that point and make it face to the car's center.
so that makes the camera to foloow my car.
how do i keep the camera at the backside of my car always. . like one in NFS games.
*follow
 
you will have your car's forward vector also, I would make the camera look in the same (or similar) direction and keep it at some distance behind (-forward) the car
 
ok, I'll try that.. .thanks @radical
 
10:58 AM
sat in a queue for my first ever ranked match on LoL
I will probably do really bad ... but hey ... worth a test right :)
 
Manmohan, np
Wardy, good luck :)
 
11:28 AM
well that wasnt so bad
i only got 1 kill but I was mainly supporting (and I was mundo)
8 support kills :)
annie :)
my fave char
TIBBERS !!!
 
Hi @radical, last we have discuss about A* path finding implementation
are you remember it?
 
Anyone that already watched the videos about Blow's video game programming language? youtube.com/…
Wonder if its worth watching the videos
 
Siddharth, hi, sure. Others here would know better about path finding though
 
No, I have implemented it my self
from this tutorial I can able to write algorithm
Now in that, I want your suggestion
do you give me?
 
Just ask your question, others here know well about path finding etc
 
11:48 AM
based on grid I am moving main player
I have list of tile for travelling
so per tile I am moving my object
so it create jerk in animation
because per tile I am stopping one move and start another move
I think you understand me
right?
 
Yes
 
following code I have used to travel one by one tile
 
If a character needs to go from tile A to tile B imagine a line between tile A and tile B.
 
I want smooth movement form start to target
 
Say the line is 10 units long. And your character has a speed of 1 unit per second
Simply move the character along the line incrementally
 
11:55 AM
I can't able to understand this
how to create line between point a to b
 
So in the game loop add a check if the character is where it is supposed to be. If not. Move it at its speed (divided by time passes)
 
that was first question against me
 
Vector2 line = target - currentPosition;
You can normalize line to get a direction
Vector2 direction = Vector2.Normalize(line);
Then do: character.Position += direction * speed * elapsedSeconds
 
but in grid there may be curve exist
 
No
Move from tile to tile
 
11:57 AM
not curve but sharp turn
 
So its always a stright line
Ah
 
that you can see in following diagrams
 
You dont want sharp turns?
 
A path goes from tile A to B to C to...
 
11:58 AM
yes
 
Do what I just told you for tile A to tile B
then do it again for tile B to tile C
 
etc...
 
in this image, green player moving to red player
then traversing all points what I have to do?
and in above image blue line represent path
 
You have the tiles A B C D E F G H
along your path
You start at A
Find the direction from A to B:
Vector2 line = b.Position - a.Position;
Vector2 direction = Vector2.Normalize(line);
Move the character from A to B each frame a little bit, for smooth movement:
if(Vector2.Distance(character.Position, b.Position) > speed)
{
character.Position += direction * speed * elapsedTime;
}
Once the character is sufficient close to b. Repeat but now from B to C
 
12:06 PM
what is the meaning of this line?
if(Vector2.Distance(character.Position, b.Position) > speed)
what is the relation between speed and distance?
 
A character can move 'speed' every second
 
okay, don't say anything I understand it
 
ok
 
this works for me??
 
The idea
not the code exactly
 
12:07 PM
even if I want to move it speedily?
 
I think
 
yes
 
yes
 
then I have to implement it and reply back to you
next time if I want to chat with you, then what time are you available here?
sorry for last question
mostly on which time are you available?
 
Not sure
I'll be gone the rest of the weekend, afte rthat I start working full time
But others can help
 
12:10 PM
okay, at present how much time are you available?
 
I have to go soon
 
okay, thanks for your help
Now I start implementation
 
:( got raped
 
Pip
wut?
 
wtf
 
Pip
12:22 PM
?
 
!
 
Pip
!?!
 
?
 
(0_o)
 
Pip
\
 
12:24 PM
lol .... on LoL
got totally raped
not ranked yet am i
so its guessing
and it put in an epic hard game
so I got trounced on
 
OK, game-rape is more normal than normal-rape.
 
more acceptable you mean ?
lol
 
More acceptable and prevalent.
 
ok queuing again
stream is up
 
Pip
lol
 
12:31 PM
this queing system is soooooo dam slow
worst thing about dota / lol games is all the time spent out of games
 
12:42 PM
well, they've got to find all the russians and put them in your team
and then locate genetically superior players and place them in the opposing team
 
Pip
nice
 
1:05 PM
@MrPlow you mean asians, right?
 
A friend suggested that "I can't sleep so I'm watching the beef" might be similar to counting sheep, except you're watching cows. Seems plausible. :P
 
@MrPlow lol
hmmm still not ranked in to a league yet
 
Jon
FF to 15 mins
Blow loves to talk... he talks and talk and talks
 
what's the topic?
 
Pip
I found this amazing C++ lib for reading/writing files.. so simple
totally using it
 
Jon
1:18 PM
its a proof of concept of a new programming language, for game development
 
Pip
cool
 
Jon
seems really complicated
 
1:31 PM
Oh, it's Jonathan Blow.
He never seems to mind being controversial either.
 
Pip
Whoa
two rocket explosions in one week
 
so far it looks kinda like the guy has invented pascal
 
2:29 PM
No matter what I do, I can't seem to integrate input handling into an entity component system
should input even be a component/system?
 
anyone familiar with android sensors used as game input (like steering vehicle) ?
I use TYPE_ROTATION_VECTOR and seems like my code works only when pointing my phone in east direction
code is simple. for value's greater than 0 (zero) turn right else turn left
 
3:00 PM
sorry not me
never touched android
well not yet
i'll probably be working on the Android version of Pro Feel Golf soon
 
Jon
i made a picross game for android
i play it on my tablet once in a whiel
doesn't use tilt sensors though
 
I am digging through documentation and other resources on internet.
seems like one has to use input from multiple sensors (GYRO, COmpass, Accelerometer) in order to get such controls working.
 
Jon
wow, really?
you would think the tilt functionality would be in the api
 
yes, each sensor has it's pros and cons.
noise, error, etc. makes it a little bit complicated
 
@MrPlow hahahaha
 
3:08 PM
to make game controls.
 
@Wardy You have to be Level 30 to get into ranked play
that guarantees that all ranked players have a certain familiarity with the game (like, they know not to play Xin as support), and that everyone is the same level and therefore has access to the same runes and summoner spells.
 
3:20 PM
> put on hold as off-topic by Byte56♦ 7 mins ago
but I opened it up like 2 mins ago and it didn't show up as put on hold >:(
meh whatever
 
@Almo Support Xin is actually really fun, if you're playing in a team with friends. Or AD/AP Lulu. We actually won a game with that. ;)
 
:D
I've heard a few people say AD Sona is good
 
If you're lucky your opponents don't know how to deal with it.
 
Pip
I still have no idea what my game is going to turn out as....
 
weirdest game i was in, the enemy team all had smite
they didn't show up in bot lane for the first 5-10 minutes
just wandered around taking all the jungle stuff, buffs, etc
we adjusted to it and beat them, but it was still close
 
Joe
3:28 PM
@Pip yea same
 
user92578
3:42 PM
Okay, it seems that the slowdown is not actually caused by the usage of sets...
 
user92578
3:54 PM
Run smoothly, would you?
 

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