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user92578
4:01 PM
the really promising looking forum thread about the excact problem I have just ends without a resolution
 
Libgdx you so silly
public boolean isAwake()

Get the sleeping state of this body.

Returns:
    true if the body is sleeping.
isAwake returns true if the body is sleeping?
 
user92578
lol :D
 
@MrPlow is this some kind of joke?
 
C++ version of box2d returns true if the body is awake, so I'm assuming that this does the same (since libgdx box2d is basically a wrapper of C++ box2d) and just a doc mistake
@Almo says so in the docs
 
Good morning! How are the game jammers doing?
 
Joe
4:13 PM
staring at a list of words lol
 
I have no inspiration for a game at all and really should be studying, so you probably won't see me create a game. :(
 
Pip
getting between 1100 and 1200 FPS :)
 
I'm having trouble getting interested in continuing :(
 
Pip
:(
@Lasse you must continue!
 
4:14 PM
I'm trying!
 
I do wonder if submit 5, get 6 would be a better format in future events
 
Joe
i feel like i could do a decent game off any one of my words
 
I think the current format is fine
 
@MrPlow like... wtf
 
Joe
but mashing 3 is making this weird
 
Pip
4:16 PM
yeah
maybe change it to only need one or two of the words, but a bonus for more... or something
 
@Joe ic
@Joe Would it be more fun/easier if you just had to mix 2 words?
 
I feel like mixing 2 words might be too open. There's already tons of options with three.
 
@Almo it's a silly documentation mistake (i hope)
only one way to find out
 
Joe
potentially but i think partially im just having "writers block"
 
Pip
@Lokkij yeah, but the word split is kind of uneven
 
Joe
4:19 PM
@Lokkij i can see this
 
Pip
I got words that don't fit together well, but people like MLM have some really good ones
 
I did have some concerns back when I was first generating the word sets, and I had a few thoughts and ways to potentially keep it fun.
A simple way is to let people exchange a single word for a new random word (or just provide a 6th)
 
Joe
all seem like good ideas
could even assign 3 totally random and have a pool of shared words for people to pick their remaining two
texas hold em style
 
dem gradients :P
 
4:26 PM
@Joe yeah. And, as the organizer, I'm open to doing something to help
@MrPlow :p
 
I feel like the potluck theme is amazing. It'll almost always provide a good theme for a game, and if you get really screwed over you can always redraw. The games will all be different, and it avoids the "this theme sucks. no, this theme is awesome" arguing.
 
I don't think you're the only one struggling Joe. I know delkaan has been having a bit of trouble too
 
Joe
appreciate it let me think on it a bit more this morning
 
Like... the purpose of the jam is to have fun. The purpose of a theme being decided shortly before the jam is just to prevent prior work being used in the jam
If anyone else is having trouble with your word assignments, speak up!
 
Can anyone experienced with ECS tell me if I've got messed up concepts of systems
I feel as if I've cluttered the system but at the same time I feel that I need all those methods
 
user92578
4:33 PM
@MrPlow Might be better if you only iterated over the entities once, like this: for entity in entities: { physics.process(entity, deltaTime); movement.process(entity, deltaTime); /* etc. */ }
 
user92578
instead of interating over them in evry system
 
user92578
and maybe kept the entities in the world?
 
Well... I did it the same way as MrPlow in my ESC system
 
Does anyone here own Dungeon of the Endless? I just noticed it has multiplayer! :D
 
@Tyyppi_77 entities are iterated once every update tick so I'm afraid I don't quite follow
 
user92578
4:36 PM
It's fine, I was probably talking nonsense :D
 
user92578
Do you guys use Unit Tests in your Game projects?
 
Not every system is going to iterate over the same set of entities either. In my game, I did have a Dictionary<Component, List<Entity>> that let systems iterate over entities with a certain component
@MrPlow He's suggesting having an outer loop that goes over all of the entities, then calls each system with that entity.
 
@Tyyppi_77 how would you even use unit tests in game projects? I'm not being facetious here, I'm actually curious
 
user92578
I guess you could test the logic, like collision stuff
 
user92578
My programmer dad wants me heavily to start testing stuff
 
4:39 PM
Yeah, unit testing is the way to go, I should do it more too
 
@JohnMcDonald Well this is how Ashley (ECS bundled with libgdx) works. They (Ashley devs) claim that their entity and component fetching is fast so I'll believe them
I heavily use unit tests at work but that's web dev
 
Yeah, I do the same: Update the systems, then let the systems grab entities
 
Pip
@Lokkij Dev! Not game!
 
user4704
@Tyyppi_77 That's bad.
 
@Pip I don't think I'll be participating - devving requires a lot of time, and exam week starts coming Thursday. :(
 
Pip
4:41 PM
:(
 
user4704
Updating the systems as a whole is better for cache coherency.
 
user92578
okay
 
I'd even extend what @JohnMcDonald said he does, and make groups of components to support systems that require multiple components
Then you can just pass a list of entities to a system to loop through
 
user92578
Anyone use(d) UnitTest++?
 
user4704
I've used it.
 
user4704
4:45 PM
I think; I've used most C++ unit test frameworks.
 
user92578
What do I need to include to my project? I can't seem to be able to include the files in a test file just by adding the project file to my solution
 
user92578
Ah, got it
 
user92578
everything in src
 
user4704
iirc, most C++ frameworks you just make a console app, link the test lib, and call a function in main to run all the tests defined elsewhere in the project's source
 
user92578
Can I just code the "Test.cpp" file in my game project, and somehow make that run before the game is compiled or something?
 
user92578
4:49 PM
At what point should the tests run?
 
user92578
Or call the test methods from my main() before the game is launched?
 
user4704
Generally no.
 
user4704
You could make that happen, in theory, if you really wanted it. But no C++ libraries I know of support that kind of thing.
 
user92578
Ah, VS has it's own Native Unit Test Project, I think I'll try that
 
user92578
Doesn't seem like that's gonna work
 
user92578
5:01 PM
Since my game isn't a DLL it seems like I have to do the test code in the same project as the game?
 
5:16 PM
@JohnMcDonald Skippy cow?
 
heh, not quite
 
Maybe you could do the whole angry birds thing.
Make as many different skippy games as you can.
@JohnMcDonald Now you have to make skippy fish space.
 
heh
Make them all from the millions I've made from Skippy Fish, the original, right?
heh, joking aside, I'm making a 1D strategy game (think clan wars ) where cows are the combatants
 
Pip
@JohnMcDonald you are a lot further ahead than I am
I can't even get my player to draw :/
 
5:31 PM
@JohnMcDonald Wouldn't 1D be a straight line?
 
Yup
It's a 1D battlefield
 
Seriously though, rovio is a genius.
 
with 2D graphics
 
@AidanMueller how is milking the cow sand dry and not innovating with anything after the original game a genius thing?
 
@Lasse Because it's all about the money.
They are milking it until the udder falls off.
 
5:33 PM
they have all the money they need to produce new cool games that could milk them even more money
but they aren't doing that
 
Wait, are they based in finland?
Since when?
 
yes
since the beginning
rovio is a finnish word, it means bonfire
a large one
 
Pip
cool
 
Rovio Entertainment Ltd, the creator of the globally loved Angry Birds brand, announced today its financial results for the full 2013 calendar year. Rovio´s total consolidated full-year revenue amounted to €156 million.
 
@Almo I did not know that
I guess I need to do some levelling up then!
 
5:36 PM
@Lasse Bonfire? There's a joke in there somewhere.
 
being only level 10 is not helping ;)
 
Pip
@JohnMcDonald so, you're using Cows. What other words are you using?
 
Wind, and Power, maybe also gears
 
@AidanMueller that's pocket money compared to what supercell is earning, being also a finnish company
supercell is the genius here, not rovio
 
I suppose you're right.
But I don't think that they should simply discontinue angry birds.
I think they should simply buy a new cow.
 
5:41 PM
lol
of course they shouldn't discontinue angry birds, but they should instead innovate more and create more game concepts around the brand, currently they are turning down 90% of the ideas because "they are too far from the original game"
 
@Lasse I have to say, ever since I started using Linux, I started having a lot more fun reading Mac/"PC" cat fights.
 
lol
why? :P
 
Because there is no better feeling than proudly saying I use Linux, suckers!
 
I'd use linux too, but I'm forced to use windows because of my job :(
 
Bummer.
 
5:45 PM
I need to get a new computer, then I could dualboot
 
You need to find a loophole.
 
well, I guess it wouldn't take much more than a new hard drive, but still
 
Maybe you could use glass cups and glass desks, and say that you are using "windows".
 
:P
 
@AidanMueller there is a better feeling... when you work with your PC through the day and it doesn't crash or frustrate you completely
any non-standard situation, oddly enough, is better handled by windows
common, yet "unclean" multi-GPU, multi-monitor configurations
 
5:52 PM
@AttackingHobo Yes I have already done it! on Play store. But I don't think it's going to sell hahaha. Regardless whether it is going to sell or not, I posted my game on store for 1 bucks! (it's more of spiritual act to me, like as a way to remind myself that I, at some point in the future, will be able to make a game that's going to sell)
 
@Lasse Don't underestimate power of fake internet points. They are different shape of force of nature in which governs your basic life style on internet!
 
no, of course not, why would I ever underestimate their power? my penis feels larger already
 
Pip
Is there a way to ensure an object is not deleted until the program ends in C++?
 
@Pip Please explain.
 
5:56 PM
internet points also help you with ur sexy time power. More internet points u have, stronger you become on bed
 
@Pip yeah just don't delete it :P
 
Pip
@AidanMueller my texture keeps getting garbage collected or whatever
 
am I reading chat or fresh spam?
 
Pip
and it is referenced by a few things
 
C++ doesn't have a garbage collector, unless you use some of microsoft's stuff, I forget what it's called
 
5:57 PM
@Pip Easy fix: Stop using Visual C++ and start using something like MinGW.
 
it does go out of scope if you store it by value instead of by a pointer
 
Pip
nope
@IcyDefiance thanks
that's what I needed to know, I think
 
@AidanMueller point being?
 
Pip
@AidanMueller My lib requires Visual C++, and I like it
 
@Pip no library I know of "requires" vc++
 
Pip
5:58 PM
I'm using the gcc compiler on linux, but I like VC++, and use it for anything Windows
 
it's just a compiler
 
Pip
@snake5 well, now you know one: SFML
 
@Pip nope
 
@snake5 Other compilers don't have waste management.
 
@AidanMueller that one doesn't either
 
6:00 PM
Really? I thought VC++ has GC.
 
what do you even mean by "has GC"?
it's a C++ compiler
 
you can set up a garbage collector to work with C++ somehow. I've never looked into it, so I'm not sure how it works or whether I'm using the right words to describe it.
but I don't VC++ is that, and I don't think SFML requires VC++
I can't find anything on SFML's site even mentioning VC++
 
So for a while I have had this cool idea for oculus rift.
 
so @Pip basically you're crazy
 
that's not C++, that's C++/CLI, an extension that combines C++ and their .NET runtime stuff
 
6:02 PM
ahh right, I remember Mick mentioning that now
 
a separate, completely optional compilation option
 
What if you made a program that would simulate multiple monitors, and then you could use an oculus rift as a virtual workstation.
 
@AidanMueller awful resolution
 
Well I suppose that would be one issue.
 
Pip
6:03 PM
the version I'm using requires it
 
@Pip so? there are other versions for GCC
 
Pip
true, but I like VC++
 
Just put a comment above the object that says // If you delete this, I will find you, and I will kill you.
 
ahh okay that makes sense. but hey, if that's all, it doesn't really matter.
as long as the program works after you're done, no one cares what compiler you used
just don't use microsoft's s_* functions. they only work on windows. :P
 
Pip
@AidanMueller :)
@IcyDefiance :)
fuck, if I make the texture a pointer then the freaking functions won't accept it
 
6:08 PM
 
@IcyDefiance there's a lot more differences than just those few functions
 
So Long! And thanks for all the grass!
 
Pip
nice
 
lol, I love random bugs
 
The best way to save money in ksp, is by doing as much stuff as you can at once.
 
Pip
6:09 PM
Anyone know how to solve that?
1 min ago, by Pip
fuck, if I make the texture a pointer then the freaking functions won't accept it
 
@JohnMcDonald physics without gravity or rotation around distant origin?
 
@AidanMueller Whao, that makes it into orbit?
 
@Pip modify the functions
 
@Pip Make the functions accept pointers instead, and dereference the pointer where you were just treating it like you were before.
 
@snake5 sure, but pip already said he's programming with gcc on linux too, so he'll end up with code that should work with both compilers. aaand besides, even if he was only using VC++, as long as he doesn't plan to ever use another compiler then it still doesn't matter.
 
Pip
6:10 PM
@snake5 they're lib functions :(
 
@snake5 I was trying to get just the legs to rotate. The cow moves along his X axis
 
VC++ mostly ends up being bad when you write code with it and try to port to another OS afterward
 
So, all that's wrong is that I'm also rotating the cow body (which causes him to take off)
 
@IcyDefiance if he was using only VC++, those functions would be actually good to use
 
good point. I only said that because he already said he was working on linux too, but that could've been clarified better.
 
Pip
6:12 PM
:)
 
if he's writing a cross-platform game, I'd say pointers would be a priority to get familiar with
 
Pip
I've used pointers before
 
me too :)
 
Pip
Having problems with them atm tho
 
Md ksse
 
6:13 PM
I have read waaay too many blog posts about stupid uses of pointers. I think using them is totally different from knowing how to use them.
 
(Dvorak)
Me too!
Let's throw a pointer party!
 
Pip
I'm trying to keep a texture from being lost in the void, because it keeps doing that... any ideas?
 
@IcyDefiance haven't read any about stupid uses of pointers, care to link to some?
sounds like a funny read
@Pip keep it where you can see it
 
Pip
haha, not useful
 
I'll see if I can find some of them again... they're hard to google for
 
6:14 PM
pointers are like knowing where you parked your bike in the city
 
Pip
@snake5 how do I pass the object pointed to by the pointer to a function, again?
 
@Pip haha, too bad, because that's all there is to know about pointers, really, the rest is syntax stuff
@Pip by pointer or dereferencing in the call
 
Pip
example?
 
void draw( texture* t ){ .. }
function definition
 
Pip
can't do that, it's a lib call
ex of dereferencing?
 
6:17 PM
I am trying to log in to webpage through console programming c#. It's so hard. I don't know what I am doing.
 
@Pip what lib call?
haven't seen you give a link to documentation
 
Pip
give me a sec :)
 
or name, at least
 
Pip
6:22 PM
this one actually:
 
you can try passing texture from pointer with "*texture"
 
Pip
that's for a slightly older version
alright
 
@Pip looks exactly the same to me, though
 
Pip
ey, it works
@snake5 stuff changed, just apparently not that :)
thanks
 
You are now a pointer expert
 
6:23 PM
what is there after "expert"?
 
Pip
nope, it gets deleted still
 
star wars terms?
@Pip keep the texture around while you use the sprite
 
Joe
@SpartanDonut your game done yet
 
It's a secret
 
Pip
@snake5 how?
 
6:24 PM
Hey guys
Quick question
whats the proper word for the type of shader that makes the game look like a crt screen
Scanline?
 
@Pip (facepalm) by allocating it in persistent storage and not deleting it manually?
I hope you don't expect me to teach you about "stack & heap" etc.
 
Pip
nope :P
I'm not deleting it manually, and it is being used in the function
 
CRT opengl shader?
 
Pip
it somehow deletes itself between me assigning the sprite texture to it and me drawing the sprite a few lines later
 
@TheMuffinCoder you mean this effect? google.com/…
 
6:29 PM
Yea like to make games look like they're being played on a crt screen
 
bit heavy handed
yeah I'm guessing that's what you want
 
@Pip you have the code and it's not "somehow"
 
the good part is how to make a shader to do that...
 
So Scanline is the proper terminology?
 
not sure if there's another name for it, but I'd go with that for now, yeah
 
Pip
6:30 PM
@snake5 It is "somehow:".. I don't understand why
:P
 
Thanks Icy!
 
Pip
alright, give me a bit
 
@Pip do you have a closing } in those few lines?
 
Pip
yeah, but they are all matched by {
 
actually screw this discussion. I want to see code.
 
6:31 PM
My top picks are scoping issue or you are explicitly deleting it
 
my top pick is it's not being deleted and he's just misinterpreting some error message
but like I said, coooode
 
Pip
@IcyDefiance no error
the sprite texture just only displays the default white rectangle
I'm going to push it all to github too
so you can run the exe
 
Joe
can you confirm your passing in the real stuff
 
Pip
pretty sure I am
 
I found a better key word: post processing effects :P
 
okay, well I can say first, don't pass the texture by value. it'll copy the whole thing.
 
Wouldn't that be causing a copy(or two? function passing and assigning to member var?) and then the function arg gets destructed..
 
Mick yelled at me for the same thing before. Said to pass by reference instead.
ohh I think radical's right, passing by value is also what is deleting the texture
 
Pip
oh?
 
when you pass by value, it copies the entire object. you use it however, then the function ends, and it automatically calls the destructor of that object and deletes it.
 
Pip
6:38 PM
so I pass by reference? What's the syntax for that?
 
Pip
thanks
 
gx-0.5
err.. wrong window
 
I believe when you pass by reference, you get a value type, but it's not copied and won't be deleted when the function ends.
aaaand you can make the function promise it won't modify the variable by doing "const int &y"
but then all your uses for it also have to not modify it
 
Pip
that's not a problem, thanks
:)
Error	1	error C2758: 'Player::tex' : a member of reference type must be initialized	C:\Users\Ben\Desktop\Jam\GDSE_JAM\GDSE_JAM\Player.cpp	24	1	GDSE_JAM
gah
 
6:48 PM
In my limited understanding, with pass by value, you get the value type semantics, hence the copy. And it's life is limited to that function's scope, hence the destruction when it ends. In case of pass by reference, it is passing a reference to the original object, it's lifetime doesn't change, it isn't copied .. and won't be destroyed when that function ends.
Pip, a reference cannot be null, so, it must have a value
 
Pip
works now
 
damn it pip stop breaking things
 
Pip
I fixed it :)
 
yeah but it'll break again. this is just preparation.
 
Pip
:P
But the sprite draws now :)
finally
 
Jon
6:55 PM
how's the cesspool going?
 
Pip
I have no ideas....
 
Pip
7:09 PM
whoo my FPS actually went up for whatever reason :)
up from 1100 to 1200
 
Jon
TIL, watching porn videos while you code eats up 100 fps
 
Pip
wait what
 
makes sense
 
Pip
?
 
Joe
7:19 PM
were on to you pip
 
Pip
7:33 PM
lol
Anyhow, I have a working player class and a tile class, now for the level reader
I'm going to try to feed it the same level I used for Tarbeyon's first level
 
gah shit, I knew threading things would kill me, and it just did
GL functions only work if called on the thread that the context is active on, but since I want to hide the context from the user there's no good way to say "only call this function when inside the update event"
I guess Android does that all the time, but I'd rather avoid it. It's ugly.
 
Pip
:(
@IcyDefiance why u no jam?
 
or wait... I was thinking about hiding all draw logic from the user too. those functions don't have to be public...
I thought about doing the gamejam, but then I started working on this engine again, and now I don't want to stop
 
Jon
7:51 PM
Here's my in house editor
 
Pip
is that for the jam?
 
Jon
naw
 
Pip
good :P
 
Jon
lol
 
Pip
I still have a freaking fps counter and a green circle
 
Jon
7:55 PM
hehe, well i still need to put a lot of work into that
but I wanted a live editor for that particular game
 
Pip
cool
 
That FPS counter is probably the most important thing you needed for the Jam ;)
 
Pip
:)
 

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